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Best post.Yeah, I think this matchup is even.
I really suck against Peach online though, so please don't gather anything from that even if I have won.
Peach has really quick aerials
Great pressuring tools
A mobile projectile
Strong air control
However Pit really takes advantage of an air campy Peach in this matchup.
She's too floaty and lightweight and usually will get harassed by fair or dair.
Terrible kill power.
All Pits should try to get Peach INTO THE AIR in this matchup. Get a grab? Throw up. Being harassed by dair? U-tilt. Dash attack is actually really key to beat Peach because she just loses in the air and it sends her straight in that direction.
Pit is actually really good at killing Peach, in my opinion.
Full hop fair can serve to read a ton of our approaches. Bair is just really strong in general and can hit us well because our long air duration. Dash attack, f-smash, d-smash, u-tilt, and u-smash all kill Peach.
If you try to arrow spam or camp while losing, one small mistake will quickly lead to 45+%. Try not to be too stationary in this matchup. Constantly move. Peach's glidetoss can cover a lot of area rather quickly, especially if she adds in bonewalking. Her float is actually pretty quick too, if you use it correctly. Peach's dair does a really great job in positioning herself around Pit's blind spot. Other than u-tilt, (which we can outspace) he really doesn't have an answer to a smart dair approach. Peach without a doubt wins on the ground. Quick ground floated aerials do a great job of maneuvering around Pit's annoying approaches (jabs, angel ring, etc etc) and those moves also keep you in lag for far too long.. so I wouldn't suggest using them.
Counterpicks are probably all in Pit's favor, but only slightly.
He can do well on any stage we take him, but he also has the options of FD and Halberd for better camping or easier vertical kills.
Peach has the option of taking him to Brinstar or Rainbow (where he can't ledge camp too well) but he also has some pretty tricky tools to use on those stages as well.
His ledge camping is NOT beatable as Peach.
Well it is, but the risk greatly exceeds the reward.
Honestly, I feel as though it is slightly in Peach's favor.. but not enough to warrant a +1 for her.
It can stay as 0 and I'll be fine with it.
None of these stages are good choices to take a Peach to.
Castle Siege - First transition is far too narrow. Very low platforms and small horizontal blast zones. Peach excels when her opponent is above her, and she'll definitely take advantage of that with quick ground floated u-airs or u-tilts. If any of her aerials sweet spot near the edge, you will be dying a lot earlier compared to Final Destination or Smashville. The second transition has far too many platforms also. Plus, we can refresh our moves on the statue or just camp behind them and wait for you to come. If we're confined in a small area and you approach, it's pretty obvious that Peach will win in that given situation because that's what she best. The third transition is similar to FD I suppose, but the moving ledges doesn't help your case, as well as the higher ceilings.
Pokemon Stadium 1 - Wayyyy too many areas for Peach to confine you to. Every single transformation besides the main one, we can just hide, avoiding your areas and forcing you to approach (if you want to). The ledges are sorta tricky here too. Low ceilings help, but you don't want to take Peach to a stay with a lot of ledges or closed areas.
Yoshi's Island - There is one HUGE freakin platform sitting in the middle of the stage. Peach does not do a great job landing because her fall time is soo slow. By giving her a platform one thirds the way between the stage and the vertical blastzone, you basically nullify one of your strongest attributes in the matchup. The ground of the stage take away our ground float game in some circumstances, so I guess that's a plus. But I would much rather pick another stage for Peach over Yoshi's.
You want to take Peach to a stage where you can read her landings easily, and she can't get to you quickly. Go to the ledge of FD or any transformation of Halberd. FD is just one straight line and provides for great arrow camping (something you usually shouldn't be doing, but for once you can). Halberd encourages sharking and is very similar to FD with lower vertical blastzones. It's your best bet.
Don't forget lylat.who agrees that these are favorable CPs for the character listed above them
Pit:
1. halberdyes
2. delphinoyes
3. brinstaryes
4. RCyes
Peach:
1. YI:Byes
2. CSyes
3. PS1yes
4. PS2iffy it's not that bad really.
neutral stages for both:
1. FDi feel like pit has a slight edge here but overall yes
2. SVyes
3. BFyes
Almost every single time (like 90%) you take me to Brinstar I win.The 1+ -year old list I've been using says to use Brinstar, and you've fought me there in the past. Not that I remember much considering my supposed Hiatus. Until I see all the complete reasons and valuable proof and evidence about the Brinstar thing, I cannot change my decision bout said stage.