Airgemini
Chansey
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Peach Move Discussion
I got this idea from some of the other character threads and thought it would be something good for the Peach boards. Okay, each week I will chose one of Peach's moves and us fellow Peach mainers can contribute, give advice, tell us its pros, cons, etc, and at the end of each week I'll sum up some quotes I think contributed a lot and list the pages where the discussions took place. I also made this thread to help contribute to the Peach guide since some of the moves their are lacking an analysis, perhaps Excel Zero can take this information and include it in his guide. This thread is ONLY for move discussions, ANY and ALL spam or topics not involving this thread will be reported by me, so in other words, dont post anything unless it has something to do with the move I have listed to discuss. So, lets get started shall we. (Ratings are out of five 's)
If you have any questions, suggestions, or opinions please PM me or something instead of posting it here.
Table of Contents
- Standard Moves
- Tilts
- Smash Attacks
- Aerials
- Special Moves
- Throws
Week 20 ~ Usmash
You may now start discussing.
Standard Moves
Jab ~ pages 12-13
Rating:
Summary:
Peach's jab is a very great move. It has good priority for a jab and clanks with many projectiles. It comes out on frame 2 and is her fastest and safest move in her aresenal. Believe it or not it's her most ranged move (second jab), and has awesome set ups for grabs. This move is great to follow up after using an Fair to keep you safe, not to mention it's great for refreshing stale moves.
Combos:
- Glide Toss forward > Jab > Grab
- Autocancel Fair > Jab > Grab
- Jab > Grab
Dash Attack ~ Pages 24- 25
Rating:
Summary:
At first glance this move seems to suck compared to Mele, but is that true? Lets see, it recatches Turnips really well, refreshes moves, a nice combo starter at low percents. and is a nice surprise attack. It also has two different hits, and the second is slightly disjointed. Also, the first hit of it can set up for a sweetspotted Usmash. At certain percents you can Dsmash and then immediately Dash Attack them as they bounce off the ground. You should miss withwith your second hit and they should fly away from you and hit the ground again. This forces them to do an immediate wake-up animation and since they have no control over the timing of their get up; they just stand up immediately after hitting the ground.
*Credit to Villi for telling us this*
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
Tilts
Up tilt ~ pages 1-4
Rating:
Summary:
Uh oh! What's this? This wasnt in Melee! This is Peach's brand new Utilt. Was this move added for the best? Absolutely! This move is awesome. It is EXTREMELLY disjointed with tons of range. It can stop EVERY Dair in the game, and almost anything coming down from above. This move should be used whenever the chance is open. You dont have to worry about it decaying, and it can be a nice KO move when opponents are at high percents. A VERY good move to use when opponents are above you. It's also pretty fast.
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 ~ Pages 18-20
Summary:
Great move, but highly underused. It's Peach's second most ranged attack, and it's a nice sheild poker as well. This move has some nice AT's to it, if you repeatedly use Dtilt you'll gain forward momentum, and if you use Dtilt and perform an attack before the last few frames end you'll slide back, also if your on PS2 and its one the ice stage and you are sliding around everywhere you can Dtilt and it'll immediately stop you. This move is also a spike, it's extremelly situational and hard to pull off, but if you manage to it's pretty powerful.
Combos:
- Dtilt > Utilt (low percents)
- Dtilt > Nair
- Dtilt > Fair
- Jab > Dtilt
- Dtilt > Fsmash
Rating:
Summary:
Peach's Ftilt got some pretty nice buffs from Melee to Brawl, it's a fantasic anti-aerial move, has amazing range, has nice combo ability, and is a really nice KO finisher for lightweights when fresh. It also appears to have multiple hitboxes around different times of the attack. It's main downside however is it's lag.
Combos:
- Jab > Ftilt
- Jab > Ftilt > Grab
- Ftilt > Ftilt > Ftilt/Utilt
- Ftilt > Nair
- Ftilt > Parasol
Smash Attacks
Down Smash ~ Pages 4-8
Rating:
Summary:
This move was Peach's best move in Melee, but unfortunately it got toned down a bit in Brawl. However, it's still a great move! It has decently fast start up, a long duration (punishes spotdodgers), decent range, sheild pokes sheilds, can rack up damage, Peach can avoid some projectiles since she croutches while using this, has pretty good priority, a good "get off me move", and can stage spike characters. This move is great for refreshing your moves since it'll never KO anyways.
Combos:
- Jab > Dsmash
- Dsmash > Fsmash (low percents)
Forward Smash (Pan) ~ Pages 14- 16
Rating:
Summary:
This is one of the three items Peach can get from her Fsmash. The Pan has the shortest range out of the three items. It has a sweetspot but is really hard to hit with. The oopponent has to literaly be inside you or extremelly close (by the handle). An uncharged sweetspot does 19%, and fully charged it does 27%. Anyways, This move is best used obviously, with stages that have poor vertical height (Green Greens for example) and not really good for high ceiling stages (Jungle Japes, etc). Even though you can't choose which item you get because its completely random, you do have the option of eliminating one of the two so you'll have a 50:50 chance of either getting a Pan or (whichever one you decided not to get rid of). Also the sound of it s awesome.
Combos:
- Pan > Utilt (low percents)
- Pan > Nair
- Pan > Fair
Forward Smash (Racket) ~ Pages 25- 27
Summary:
At first glance this move seriously sucks. It has extremelly weak knockback, cant KO until the 150 percents, and has range and damage that is out classed by the Golf Club. So what is this move good for? Well, this move has a VERY powerful sweetspot at the tip of the Racket. This thing KOs at 99% uncharged at the center of FD, and at 60% at the edge. This move is very hard to DI properly because it's so unexpected. The knockback is naturally horizontal, and sends your opponent rocketing! This is also her second most powerful move second to the Bomb.
Combos:
- The weak spot of Bair > Racket
- Jab > Possible sweetspot if spaced correctly (DI not included)
Forward Smash (Golf Club) ~ Pages 30-31
Rating:
Summary:
Possibly the best weapon you can get from her forward smash. It has superior range comapared to the other two, KOs better aside, is less of a hassle to set up, hits in the air and behind you, and is just better overall. You'll probably want this weapon to appear when you want a KO, you can do this by using the process of Fsmash elimination which is using your Fsmash to eliminate either the Pan or Racket so hopefully you'll get the Golf Club the next time you use Fsmash.
Combos:
*No specific combos for the Club*
Aerials
Neutral Aerial ~ Pages 8- 9
Rating:
Summary:
One of Peach's better aerials. It's her fastest aerial, has two hitboxes, and is almost impossible to airdodge properly. This is a great move and has decent priority. This move can do up to 23% damage by Floating > Nair > and dropping the Float after the first hit connects.This is a good surprise killer for opponents who normally expect Fairs off the stage, this move is probably one of her best OoS options.
Combos:
- Dtilt > Nair (low percents)
- Ftilt > Nair
- Dair > Nair
Rating:
Summary:
This move is TOO good! It's more than likely Peach's best all round move and is one of the key things to learning her. This move is a great combo starter at low to mid percents. Without the fear of this move decaying it's a really nice move. You can get multiple Dairs in when starting combos depending on the character's weight. This move sheild pressures like no other, and isn't really punishable if you use it right. You can either Float and use this move, or use a SH to start your combos. The 4th kick has slightly more range than the other kicks.
Combos:
- Lol waaay to many to list, use your imagination
Upward Aerial ~ Pages 20- 22
Summary:
This move is an okay move. Probably her least useful aerial. It has good verticle range and boosts her upwards a little. It's a pretty nice juggling move. You can hit opponents on platforms with this.
Combos:
Dair > Uair
Backward Aerial ~ Pages 35- 37
Rating:
Summary:
"Peach's Bair is like a cross between her Nair and Fair, in a sense. Like Nair, this move has two hitboxes, and the second weaker hitbox stays out for a long time, making it very useful for punishign airdodges and spotdodges. Also like Nair, it is a good ooS option due to its fairly fast start-up and power. This move also has pretty good knockback on its sweetspot, making it a good surprise killer if you're having trouble landing the Fair, and its high priority and decent range means that it can beat out, or at least trade hits with, most non-disjointed hitboxes. Finally, there is the infamous Bair lock, where the sourspot on her Bair has jab lock properties for combos. It's very difficult, but it racks up a ton of damage if you can do it. The only problem with this move is that it can be shieldgrabbed if you don't space properly. All in all, this is a very versatile and useful move" - Mountain Tiger
Combos:
Bair (weak hit) > Fsmash
Bair (weak hit) > Dsmash
Bair (weak hit) > Ftilt
Special Moves
Peach Bomber ~ Pages 9- 12
Rating:
This move used to suck *** in Melee. But in Brawl, it got some good improvements. The range was greatly increased, instead of an explosion an explosion of hearts appear. This move is best used for recovery, since it's safer than the Parasol. On the ground it's pretty risky. There are three types of Peach Bombers you can do (none of them vary in damage, just range). You can do the slingshot Bomber which will send you back a bit and then launch forward (has less range then the other two), I sometimes hit opponents behind me by doing this. The second is the regular Peach Bomber (has a balance of range between the other two). And the last is the Smash Bomber which is when you smash the control stick as if doing a smash and by doing that you'll actually gain more distance then the regular Bomber. This move is awesome if you connect with a recovering opponent like Link or any other characters with poor verticle recoveries. Since the Bomber has a little semi spike to it it should kill those characters pretty easily. Read this guide for more info: http://www.smashboards.com/showthread.php?t=221291
Combos:
Peach Bomber > Fair (low percents)
Throw Turnip > Peach Bomber
Parasol ~ Pages 27-29
Rating:
Summary:
This move kind of got a shuffle of buffs and nerfs since its previous Melee form. It travels much farther vertically and horizontally than in Melee. However the landing lag that you could cancel in Melee is no longer in Brawl, and you suffer from lag anyways. It travels much slower than in Melee which can be both good and bad. This move isn't the best at attacking, however it's a ggreat surprise attack, hitboxes are basically everywhere on Peach's body. As a recovery it's GREAT when recovering horizontally since it grants her unlimited horizontal distance, but as a vertical recover it's medicore, but gets the job done most of the time. This move can be used to stall your death on stages like Delfino Plaza, Brawl Yoshi's Island (Waiting until the ghost thing pops up), Brinstar, Norfair, etc. If you recover with this move backwards away from the ledge, simply press down on either the control stick or C-stick to grab the edge while facing away from it. Also the top of the Parasol when recovering can stop some attacks, and projectiles from above. Also, this move has the potential to stage spike an opponent.
Combos:
Ftilt > Parasol
Dtilt > Parasol
Toad ~ Pages 33- 35
Rating:
Summary:
Find out more about this move in this Toad guide: http://www.smashboards.com/showthread.php?t=183094
Combos:
- You can't combo into Toad lol.
Throws
Forward Throw ~ Pages 13- 14
Rating:
Summary:
Not as good as her Fthrow in Melee where it could KO at the edges. At 0-20% you can land one to three Fthrows after another if your opponent isn't expecting it. From around 22-30 ish percent, depending on how fast the character falls, they'll start falling on their backs (when's the last time you saw that happen?)after an fthrow. If they don't DI or DI wrong (toward you), you can catch them mid bounce/tech with a Peach Bomber or a short hopped fair. Peach Bomber isn't anything near unpunishable, though, so if they air dodge into a shield instead of teching or whatever you're going to be punished.Follow up number 2 is more pseudo chain-grabness. Chase them with a shield dashed jab. Fthrow, shield dash jab-grab. This should get them as they bounce or at least before they can do a get up attack, but be quick about it. Follow up 3 is a short hopped/auto-floated dair to floated dairs/aerials.
Combos:
- Fthrow > Fthrow > Fthrow (low percents)
- Fthrow > Fair
Up Throw ~ Pages 22- 24
Rating:
Summary:
This is probably Peach's worst move of her arsenal. It can't CG like it could on FFers in Melee. It's best use is probably for positioning on stages with platforms. Also if you're on teams and you accidently grab your partner, this is the best throw to use.
Combos:
- Uthrow > Utlit (only against heavy characters at 0% percent)
Down Throw ~ Pages 29- 30
Rating:
Summary:
Definately one of Peach's better throws. This throw can be utilized as a chain grab when used against Falco, Fox, and Wolf, and other fast fallers. You can successfully chain grab them by Down Throwing them, turn around grab them and continue the process. This works until about 26% or so and you can finish off with an Ftilt.
Combos:
- Dthrow> Ftilt
- Dthrow> Utilt
- Dthrow> Fsmash
- Dthrow> Dthrow.... (chaingrab)