INCOMING GREEN WALL OF TEXT
*looks up* Man I whined a lil too much and that came off wrong.
Its not really that i dont get "recognized for what i say" (i mean ****, im the first person to slap myself down), it's just that i've been helping some people with stuff lately and with somethings it kinda feels like ramming my head into a wall.
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To kinda explain this and stay topic related, I was actually explaining to somebody the best way to go about beating Peach. I told them for defense, they outta move. Peach is slow and you want to exploit that fact. So rather than sit there and constantly block what she does, when the opprtunity comes, move away. And since she cant move fast herself, you do stuff to her that she has to beat by running (read: throw a ****ton of pills).
And then I get the question of "What happens if she throws a turnip and is coming in".... *rams head into wall* ****ING MOVE.
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But yeah, that kinda segues into the main part of this matchup, imo. The fact that Peach cant really run. Like, if Doc spaces his stuff to where you're allowed to run, then yeah, you're allowed to run. But like, if he starts throwing pills or starts aiming behind you so you cant run, well then you cant run. That's one of peach's faults, her evasion blows.
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So, on the defensive end, you want to set yourself up to where you dont have to run from stuff (or where it's an actual option instead of your only out that wont work). So that means you want to do alot of zoning (actively defending) and blocking (shielding and anything from shield). Doc has a hard time getting around zoning because his range is pretty fu**ing short. Best thing he's got is f.tilt.
If he starts throwing pills, the best thing you can do is flat out run from them, because that allows you to maintain (or adjust) spacing withing putting yourself in a set animation. However, we already said peach kinda blows at running, so sometimes that's hard to do. You're next best option is to actively defend (read: hit the **** things). If you go with this, you have to read what Doc's doing behind the pill as well. One nasty trick that will catch alot of Doc's is if he's coming in behind a pill, pull Toad. I mean seriously, Toad's spores have more range than Doc. The absolute last thing you want to do against pills is block them. Doc gets to wear away at your shield and not get punished for it (unless he's just at the wrong place at the wrong time).
One thing to note (really to try, Im not exactly sure if this works but i'd be shocked if it didnt) is talking about Doc jumping over you. If doc jumps over you with a d.air and you really want to stop him, i'm pretty sure up+b would beat out his d.air. . . . . I'd have to ask Mike G about that, that's something he'd know.
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On the offensive end, you want to do your best to keep him from running from you, because again, you cant keep up with him. That means you have to do whatever you can in your power to corner him. Once you get him cornered, your main objective is to keep him cornered and then pick apart at him as you see fit (some peachs like to run in n.airs flying, some like to just kinda hang in the middle of the stage. Really comes down to your playstyle)
Doc should be looking to evade everything you do, jump and run from your turnips, flat out run if you move in, etc etc. If you happen to land a doc player who choses not to do this, then you're made; he's doing a majority of your work for you. All you have to do at this point is just not get grabbed.
What you really want to do is force doc into positions where he has to zone for defense, because his active defense is the worst. He can run fine, and his shield is ok for his size, but heaven forbid if he actually has to keep something out of his space. He's got very little leeway to **** up with. So if you can keep putting hits on his shield and wear it down, eventually he'll have to stop with that and go to zoning (provided you keep him pinned in a corner if he's running).
On your turnip game, one thing to keep in mind is that if you suspect doc will try to cape it, you dont have to specifically hold your turnip. One option you have is to throw the turnip from one level then enter at another (i.e., throw it from the ground and jump over it, throw it in the air and go higher, throw it in the air and run under, etc etc). If doc capes the turnip and you're not there, you're moving in while he's in a set animation, so you're closing distance while he's standing there not being able to do anything. (This is assuming he doenst Capedash)
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A few random pointers
1) if you pull a stitch or bobomb and you have the lead, dont dismiss the option of throwing it away. Sure it sounds like a punk move, and sure you COULD get a big lead, you could also get it caped (or just caught). As a doc player, i have no problem taking a chance catching a stitchface, i dont see why anybody would, it's that good.
2) if you knock doc out far enough, most of the time all you have to do is grab the ledge and hold it. You dont have to trick him, you dont have to come up with some fancy ***-to-double-jump-peach-bomb-recovery bull****, "Just put your ****ing hands on the ****ing ledge." Doc's recovery is 2nd worst in the game.
3) In a situation where you can get dunked (d.throw -> f.air), looking to DI torwards a platform is a good option. (there's actually an in general best way to go, but i'll let you figure that out. I dont tell people that very often)
*thinks* that's all i got off the top of my head.
If you need anymore, you're gunna have to tell me what your problem is specifically. >.>