Meru.
I like spicy food
- Joined
- Dec 24, 2008
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- 3,835
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- The Netherlands, sometimes Japan
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- Merudi
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- 0963-1622-2801
This thread is dedicated to Peach’s option when she’s hanging on the ledge. I personally eat a lot of damage whenever I’m on the ledge and I have heard I am not the only one with this problem. I’m going to sum up a few options first. Then, I’d like to ask everyone what their strategies are when they’re on the ledge. How do you guys escape and make it back to the stage while taking as little damage as possible?
Options Peach has on the ledge (and their weaknesses)
Standard get-up: Has an animation that lasts for 32 frames and is invincible on from 1-31, which means it has only 1 frame of lag. By looking at its frame data this option seems very safe, but in practice a predictable get-up attack is easily punished by a (charged) smash.
Get-up attack: Invincible from frame 1-15, hits on frame 18, lags till frame 55. Usable if you’re 100% sure you’re going to hit your opponent (e.g. when he’s charging a smash attack), but is super punishable if whiffed or blocked .
Roll: With an animation lasting for 49 frames, it is invincible from 1-28, meaning 21 frames of lag. Can be used as a mix-up, but if you start getting predictable with it you’re bound to get punished since 21 frames is a lot. It’s also very easy to react to.
Jump: Takes 12 frames of start-up. You’re invincible during the 12 frames. The problem is making it back to the stage. What do you guys usually do after a jump?
Second jump – Fair:Has amazing range and is super strong, forcing respect on the opponents side. This is a really good tool to scare your opponent. However, it’s slow and predictable, and if you whiff you can get punished. There’s also the risk of messing up your autocancel.
Second jump – Dair: Not as scary as Fair nor is it as ranged, but on shield it’s much safer.
Second jump – Uair: Disjointed, and opponents usually don’t see it coming because they usually expect a Fair. It also has less lag than Fair has. Its horizontal range is somewhat lacking, though, and it doesn’t as well on stages with thick ledges such as Final Destination.
Second jump – Peach Bomber: Pretty safe on shield (although you don’t have a second jump after you hit a shield). Opponents usually don’t see it coming. If you do it too often, however, its slow start-up (it’s slower in the air than on the ground) makes it quite telegraphed. If you whiff you’re dead.
Second jump – Turnip Throw: One of her safer options since there’s very little lag on throwing a turnip. Unfortunately you don’t always happen to have a turnip in hand, but if you do, using it as a ledge option is a very viable option. The opponent’s attack will sometimes destroy the turnip though.
Instant Float: I never have my float when I’m on the ledge so I have got no idea.
So what options do you guys use when you’re on the ledge? Please share anything you know!
Options Peach has on the ledge (and their weaknesses)
Standard get-up: Has an animation that lasts for 32 frames and is invincible on from 1-31, which means it has only 1 frame of lag. By looking at its frame data this option seems very safe, but in practice a predictable get-up attack is easily punished by a (charged) smash.
Get-up attack: Invincible from frame 1-15, hits on frame 18, lags till frame 55. Usable if you’re 100% sure you’re going to hit your opponent (e.g. when he’s charging a smash attack), but is super punishable if whiffed or blocked .
Roll: With an animation lasting for 49 frames, it is invincible from 1-28, meaning 21 frames of lag. Can be used as a mix-up, but if you start getting predictable with it you’re bound to get punished since 21 frames is a lot. It’s also very easy to react to.
Jump: Takes 12 frames of start-up. You’re invincible during the 12 frames. The problem is making it back to the stage. What do you guys usually do after a jump?
Second jump – Fair:Has amazing range and is super strong, forcing respect on the opponents side. This is a really good tool to scare your opponent. However, it’s slow and predictable, and if you whiff you can get punished. There’s also the risk of messing up your autocancel.
Second jump – Dair: Not as scary as Fair nor is it as ranged, but on shield it’s much safer.
Second jump – Uair: Disjointed, and opponents usually don’t see it coming because they usually expect a Fair. It also has less lag than Fair has. Its horizontal range is somewhat lacking, though, and it doesn’t as well on stages with thick ledges such as Final Destination.
Second jump – Peach Bomber: Pretty safe on shield (although you don’t have a second jump after you hit a shield). Opponents usually don’t see it coming. If you do it too often, however, its slow start-up (it’s slower in the air than on the ground) makes it quite telegraphed. If you whiff you’re dead.
Second jump – Turnip Throw: One of her safer options since there’s very little lag on throwing a turnip. Unfortunately you don’t always happen to have a turnip in hand, but if you do, using it as a ledge option is a very viable option. The opponent’s attack will sometimes destroy the turnip though.
Instant Float: I never have my float when I’m on the ledge so I have got no idea.

So what options do you guys use when you’re on the ledge? Please share anything you know!