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~Hearts, Kicks and a Frying Pan~ A Peach Guide by Excel_Zero [UPDATED: 02/15/09]

Excel_Zero

Smash Lord
Joined
Mar 24, 2006
Messages
1,201
Location
Puerto Rico
~Hearts, Kicks and a Frying Pan~

A Peach Guide brought to you by Excel_Zero



---Index Table---

I. Introduction
II. Princess Peach's Biography
III. Buffs and Nerfs
IV. Peach's Physics
V. Standard Moves
VI. Smash Attacks
VII. Aerial Attacks
VIII. Special Moves
IX. Grabs/Throws
X. Final Smash
XI. Taunts
XII. Frame Data
XIII. Veggies In-Depth
XIV. Float In-Depth
XV. Advanced Techniques
XVI. Character Matchups
XVII. Stage Counterpicks
XVIII. Closing


Version 2.0 - Massive update. Added Frame Data, Move Summaries, Matchup Analysis and Stage Counterpicks. Removed some stuff and added the Closing section.
Version 1.1 - Switched Gameplay Videos section with the Useful Threads section. Added Move Analysis for Standard Moves. Glide Toss was added to the Advanced Techiniques section.(6-11-08)

Version 1.0 - Guide was posted. Sections from I to XI were added.(5-21-08)



I. Introduction

Welcome to my guide. Here I will be offering what I have learned so far with my experiences with Peach. I will include lot of information about her, like the damage and power of her moves for example.

About me... well my nickname is Excel_Zero (mostly use ZERO and EXCEL when playing Brawl), and I'm a top player from Puerto Rico. I found about this website and competitive gaming around March 2006, and started playing Melee competitively from there. My main was Fox but in the last months of Melee I switched into Peach, which is also my main now in Brawl. In my country I'm very well known, and I have only traveled once to a tournament in the states (Fast 1 at Orlando). I will possibly go to DBR Genesis this summer so maybe I will have another chance at competing on the states.

Now let's talk about the Guide's main point, Peach. Contrary to many people's beliefs, Peach is quite talented and pretty good in Brawl. She can hold her ground against most of the cast and a solid Peach is very hard to defeat. It was very easy to win matches in Melee with Peach, because of her dsmash, shield pressuring abilities and float canceling, but now that all that is removed she will have to work harder to win.

Dedicated to all those who are still using the Princess despite her nerfs. Enjoy the guide.


II. Princess Peach's Biography



Princess Peach (ピーチ姫, Pīchi-hime) is a video game character in Nintendo's Mario Video Game series, often playing the "damsel in distress" role in the adventure series. Peach is the human princess of the fictitious Mushroom Kingdom. She was known as Princess Toadstool until late 1996, when she added the name "Peach" to her signature in the opening scene of Super Mario 64.

Peach is generally depicted as kind, cheerful, well-mannered, and noble. Princess Peach also has an affinity for the color pink. Almost everything in her wardrobe (most notably her dresses) are pink. She most often wears a pink dress although she wore a white dress in Super Mario Bros.. She is nearly always portrayed in her traditional pink dress. She wears pinkish lipstick.

Her hair color is usually golden blonde, but starting in Super Smash Bros. Brawl it is depicted as being ice blonde and in the Mario cartoons her counterpart's hair was a burgundy color (as she had red hair in the original Super Mario Bros.). Her eyes are azure. She also wears sapphire earrings, a sapphire brooch, and a gold crown adorned with sapphires and rubies. She also added arm-length gloves to her ensemble in Super Mario World. In Super Smash Bros. Brawl she is shown wearing a sapphire ring on her middle finger. She wears red dress shoes with 4 inch heels.


III. Buffs and Nerfs

*This will be based in comparison between Brawl's Peach and Melee's Peach.*

-Buffs-
  • Uptilt has been greatly improved, specifically in range.
  • Her Parasol reaches higher than before.
  • Nair and Bair can hit with 2 different hitboxes each.
  • Front Tilt is generally better.
  • Fsmash received a knockback increase.
  • Uair had a range increase.
  • Forward B is faster and has more range.
  • Fair is faster and stronger.
  • Neutral B is better and can kill.
-Nerfs-
  • Downsmash doesn't kill anymore, and even if all hits connect it won't do much damage.
  • Grabs were badly nerfed, and she cannot kill with them anymore (unless very high %).
  • Float cancel is out (this only affects her fair).
  • Veggies are easier for foes to catch, which hinders her camp game.
  • Second jump doesn't give her much vertical height.
  • She has a hard time KOing opponents. Knockback of lot of moves have been reduced.
  • She cannot stall with Side B any longer.

IV. Peach's Physics

-Overall-

Peach has excellent mobility in the air thanks to her Floating abilities (more will be covered later on). Her walk and dash are not that slow, but aren't that fast either. She can travel faster via dashing than floating, but the difference is not much. Her roll and dodging abilities are about average.

Ledge Autosweetspot: Yes
Auto-Canceled Aerials: 4/5
Walljump: No
Wall Cling: No
Crawling: No


-Weight-

Peach is the 24th heaviest character in the game. She is the second floatiest character in the game (losing only to Jigglypuff).


-Crouch-

Peach's crouch is not bad, but nothing special either. She cannot crawl so advancing/retreating while crouched is impossible by this way. However, via floats she can move certain distances and immediately crouch when she touches the floor. She can't crouch to evade low angled projectiles (unless she is on a sloped stage).

Projectiles that won't hit Peach while crouching on flat stages are:

  • Peach's Turnips (Peach must be right next to her for the attack to miss)
  • Link's Fully Charged Arrows (unless there is a big distance in between)
  • Toon Link's Fully Charged Arrows (only at a certain distance)
  • Samus' Super Missile
  • Samus' Uncharged Shot (sometimes hits and sometimes it's a phantom hit)
  • Zero Suit Samus' Uncharged Paralyzer (Peach must be right next to her for the attack to miss)
  • Pit's Arrows (when not angled or angled upwards)
  • R.O.B.'s Uncharged Robo Beam (when not angled or angled upwards)
  • R.O.B.'s Fully Charged Gyro (Peach must be right next to him for the attack to miss)
  • Dedede's Waddle Dee Throw (Peach must be right next to him for the attack to miss)
  • Olimar's Pikmin Throw (Peach must be pretty close, yellow pikmins only)
  • Fox's SHL/SHDL (if lasers are shoot on the ground they will hit Peach)


-Recovery-

Peach's recovery is pretty good, and she can last long with it. Her second jump is shorter, but her parasol covers for that, since it gets her higher than Melee. She falls really slow with her umbrella, which is actually good when you need to go for the edge and someone is hanging on it (the parasol will hit the foe, get them out of the edge, and you will still be able to grab the edge). However, when she is facing away from the edge with her parasol open, she won't hang and will fall to her doom, unless you fastfall (which closes her parasol).

Her Peach Bomber (side B) also helps with horizontal recovery, and this move can now sweetspot the edge.


-Main KOing Moves-

Here's a list with the best killing moves, and the damage they kill.

-Top 10 Killing Moves [Upward]-
  • Up Smash [Charged Sweetspotted] ~47%~
  • Up Smash [Charged Unsweetspotted] ~59%~
  • Up Smash [Uncharged Sweetspotted] ~80%~
  • Front Smash (Frying Pan) [Charged] ~87%~
  • Up Smash [Uncharged Unsweetspotted] ~93%~
  • Front Smash (Frying Pan) [Uncharged] ~135%~
  • Front Tilt ~139%~
  • Up Air ~143%~
  • Up Smash [Charged Sourspotted] ~143%~
  • Up Tilt ~158%~


-Top 10 Killing Moves [Sideways]-
  • Front Smash (Tennis Racket) [Charged Sweetspotted] ~65%~
  • Front Smash (Golf Club) [Charged] ~93%~
  • Front Smash (Tennis Racket) [Uncharged Sweetspotted] ~99%~
  • Forward Air ~133%~
  • Front Smash (Golf Club) [Uncharged] ~140%~
  • Back Air [Sweetspot] ~150%~
  • Front Smash (Tennis Racket) [Charged Unsweetspotted] ~150%~
  • Neutral Air [Sweetspot] ~151%~
  • Up Air [Unsweetspotted] ~179%~
  • Neutral B ~193%~

Remember that the KO damages of the attacks with sideway trajectory will kill much sooner if they are done near the edge or outside the stage.

Moves you should rely on for KOs:
Up Smash
Front Smash
Front Air
Back Air
Neutral Air
Front Tilt
Up Air
Up Tilt

of course the stitchface and the bomb are deadly tools that can KO probably much sooner but they aren't always available.


-Edgeguard-

Peach's edgeguarding abilities are mainly focused on chasing the opponent using float and intercepting them in midair with aerials (nair, fair and bair mostly). Turnips can be used also to interrupt certain recoveries. Another option is hanging on the edge, letting the opponent get over you, then ledgehop/ledgejump and aerial in their face.


-Edgeguard Counter-

To avoid being edgeguarded, try to use your float to maneuver moving back and forth and see if the opponent will try and reach for you with an attack. If you see an opening then grab on the edge. Also using the parasol to sweetspot the edge is quite safe, since the parasol's priority eats through lots of mistimed aerials.


-Camping-

Peach's camping game is based on throwing turnips to keep foes out of range. You can also use the float to get away from slower enemies who are not good chasing in the air. Using fairs out of floats are good spacing tools, and the uptilt is excellent to reach foes that are above you and keeping them away (preferably on higher platforms). The dair is another spacing tool which is pretty good since the multiple hits tend to keep foes at bay and you can keep spamming it while you are floating and moving, but moves with high priority and/or disjointed hitbox can penetrate through this. The dsmash can be used when the foe is on you and you want to get him away. You can also use the parasol to get them away and going to safety (but watch out for speedy characters since they can chase you, and Peach's falling speed is very slow).

A good defensive maneuver is floating and then fastfalling with airdodge and doing anything when grounded (like shieldgrabbing for example).



A few notes before beginning with the Princess' moveset.

  • The damages of the moves were done in Training mode, meaning that they aren't affected by the diminish of spammed attacks.
  • I will be rating the move's knockback, speed and range using stars, 1 star ★ meaning worst and 5 stars ★★★★★ meaning best.
  • KOs damage were tested against Mario, on the very center of Final Destination.
  • There was no DI used on KOs tests.

Also:

Damage: Damage the attack does.
Knockback: How far can launch the attack. Rated with stars. ★
Speed: How fast the attack is overall (including startup, lag, etc.) Rated with stars. ★
Range: How much the attack extends and how far it reaches. Rated with stars. ★
Hitbox: If the move has more than one hitbox it will be explained here.
Sweetspot: If the move has a sweetspot it will be described here.
Auto-Cancel: If the move has only landing lag when landing (only for aerial attacks).
KOs at: At what damage the move kills and in which trajectory (Upwards or Sideways).
Special Properties: Special properties the move has, e.g. the move can meteor.
Description: A brief description on how the move looks.
Rating: The usefulness overall of the move.
Summary: A brief analysis on the move.
Combos: Useful possible combos for the move.


V. Standard Moves

1. Jab (First Hit) ~Royal Slap~



Damage: 3%
Knockback: ★
Speed: ★★★★★
Range: ★★
Hitbox: No.
Sweetspot: No.
KOs at: N/A
Special Properties: Set Knockback.
Description: Peach slaps the opponent very quickly.
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



2. Jab (Second Hit) ~Double Royal Slap~



Damage: 3%
Knockback: ★★
Speed: ★★★★★
Range: ★★★
Hitbox: No.
Sweetspot: No.
KOs at: 436% [Sideways]
Special Properties: None.
Description: After the first slap, Peach slaps with the other hand very quickly.
Rating: ♥ ♥ ♥ ♥

*Summary and combos above.*

3. Dash Attack (First Hit) ~Lady Push~



Damage: 4%
Knockback: ★
Speed: ★★★
Range: ★★★
Hitbox: No.
Sweetspot: No.
KOs at: 720% [Sideways]
Special Properties: None.
Description: Peach extends her arms and lunges forward.
Rating: ♥ ♥ ♥

Summary:
At first glance this move seems to suck compared to Melee, 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:

1. Dsmash -> sends them behind you
2. Dash attack -> first hit catches them as they bounce on the ground
3. Running up smash -> catches them as the invincibility from their get-up animation wears off



4. Dash Attack (Second Hit) ~Double Lady Push~



Damage: 4%
Knockback: ★
Speed: ★★★★
Range: ★★★
Hitbox: No.
Sweetspot: No.
KOs at: 235% [Upwards]
Special Properties: When opponent is at high % the second hit is harder to connect, since the first hit sends them out of range. After opponent is above 220%, only the first hit will connect if the attack is attempted at short range.
Description: Peach extends her arms and lunges forward. Attack happens just after the first hit ends.
Rating: ♥ ♥ ♥

*Summary and combos above.*

5. Front Tilt ~Can-Can Kick~




Damage:
  • 13%
  • 11%
  • 10%
  • 6%
Knockback: ★★★
Speed: ★★★
Range: ★★★★
Hitbox: "4"
  • Close Range
  • Average Range
  • Long Range (tip of the heel)
  • Upper Part of the move (after a few frames).
Sweetspot: Close Range.
KOs at:
  • 139% [Upwards]
  • 166% [Upwards]
  • 182% [Upwards]
  • Unknown (later) [Upwards]
Special Properties: None.
Description: Peach stretches backwards and throws a 90˚ angled kick.
Rating: *later*
Summary: *later*
Combos: *later*


6. Up Tilt ~Heart Bash~



Damage: 13%
Knockback: ★★★★
Speed: ★★★★
Range: ★★★★★
Hitbox: No.
Sweetspot: No.
KOs at: 158% [Upwards]
Special Properties: None.
Description: Peach raises both arms and unleashes a big heart-like magic.
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


7. Down Tilt ~Elegant Sweep~



Damage: 10%
Knockback: ★★★
Speed: ★★★
Range: ★★★
Hitbox: No.
Sweetspot: No.
KOs at: 174% [Upwards]
Special Properties: Meteors when opponents are really close to Peach's body when the attack connects. When used frequently Peach moves forward at a slow speed. Peach also retreats when you use down tilt and another move.
Description: Peach crouches, leans forward a little bit and throws a low angled slap.
Rating: ♥ ♥

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


VI. Smash Attacks

1. Front Smash (Golf Club) ~Peach Swing~



Damage: 15% Uncharged, 21% Charged
Knockback: ★★★★
Speed: ★★★
Range: ★★★★
Hitbox: No.
Sweetspot: No.
KOs at: 140% Uncharged, 93% Charged [Sideways]
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Golf Club and swings it forward.
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*

2. Front Smash (Tennis Racket) ~Peach Swing~



Damage: 12% Uncharged Unsweetspotted, 16% Charged Unsweetspotted, 13% Uncharged Sweetspotted, 18% Charged Sweetspotted
Knockback: ★★★★★
Speed: ★★★
Range: ★★★
Hitbox: No.
Sweetspot: The very edge of the racket.
KOs at: 216% Uncharged Unsweetspotted, 150% Charged Unsweetspotted, 99% Uncharged Sweetspotted, 65% Charged Sweetspotted [Sideways]
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Tennis Racket and swings it forward.
Rating: ♥ ♥ ♥

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



3. Front Smash (Frying Pan) ~Peach Swing~



Damage: 18% Uncharged, 25 Charged
Knockback: ★★★★
Speed: ★★★
Range: ★★★
Hitbox:
Sweetspot: No.
KOs at: 135% Uncharged, 87% Charged [Upwards]
Special Properties: Comes out randomly. Doesn't appear twice in a row.
Description: Peach grabs a Frying Pan and swings it forward.
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



4. Up Smash ~Pirouette~



Damage: 8% Uncharged Sourspotted, 11% Charged Sourspotted/15% Uncharged Unsweetspotted, 21% Charged Unsweetspotted /17% Uncharged Sweetspotted, 23% Charged Sweetspotted
Knockback: ★★★★★
Speed: ★★★
Range: ★★★
Hitbox: 3. More details later...
Sweetspot: Peach's shoulders.
KOs at: 195% Uncharged Sourspotted, 143% Charged Sourspotted/93% Uncharged Unsweetspotted, 59% Charged Unsweetspotted/80% Uncharged Sweetspotted, 47% Charged Sweetspotted [Upwards]
Special Properties: None.
Description: Peach raises one arm and spins a few times.
Rating: *later*
Summary: *later*
Combos: *later*


5. Down Smash ~Double-Edged Gown~



Damage: 5% Uncharged, 7% Charged
Knockback: ★
Speed: ★★★
Range: ★★★
Hitbox: 8 hits total, 4 on each side.
Sweetspot: No.
KOs at: 343% Uncharged, 264% Charged [Sideways]
Special Properties: Multiple hitbox attack.
Description: Peach extends her dress and spins.
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)



VII. Aerial Attacks

1. Neutral Air ~Princess Twirl~



Damage: 13% Sweetspotted, 9%-10% Unsweetspotted
Knockback: ★★★★
Speed: ★★★★★
Range: ★★★
Hitbox: No.
Sweetspot: First frames of the move.
Auto-Cancel: Yes.
KOs at: 151% Sweetspotted, 196%/216% Unsweetspotted [Sideways]
Special Properties: None.
Description: Peach spins while airborne.
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



2. Forward Air ~Crown Smack~



Damage: 15%
Knockback: ★★★★★
Speed: ★★★
Range: ★★★★
Hitbox: No.
Sweetspot: No.
Auto-Cancel: No.
KOs at: 133% [Sideways]
Special Properties: None.
Description: While in midair, Peach takes her crown and hits the opponent with it.
Rating: *later*
Summary: *later*
Combos: *later*


3. Back Air ~Flying Hip~



Damage: 14% Sweetspotted, 7% Unsweetspotted
Knockback: ★★★★
Speed: ★★★
Range: ★★★
Hitbox: No.
Sweetspot: First frames of the move.
Auto-Cancel: Yes
KOs at: 150% Sweetspotted, 375% Unsweetspotted [Sideways]
Special Properties: None.
Description: Peach hits you with her hips.
Rating: *later*
Summary: *later*
Combos: *later*


4. Up Air ~Floating High Kick~



Damage: 11%/12%/13%
Knockback: ★★★★
Speed: ★★★★
Range: ★★★
Hitbox: 3.
Sweetspot: Peach's heel.
Auto-Cancel: Yes.
KOs at: 179% [Sideways]/161%/ 143% [Upward]
Special Properties: None.
Description: Peach launches a high kick above her.
Rating: ♥ ♥ ♥

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


5. Down Air ~Stiletto Kick~



Damage: 3%, 5% last hit.
Knockback: ★
Speed: ★★★★
Range: ★★★
Hitbox: 4 hits. Last hit is stronger than the first 3.
Sweetspot: No.
Auto-Cancel: Yes
KOs at: N/A, 219%. [Upwards]
Special Properties: Multiple hitbox attack.
Description: Peach launches four speedy kicks beneath her.
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



VIII. Special Moves

1. Neutral B ~Toad~



Damage: 3%
Knockback: ★★
Speed: ★★
Range: ★★★
Hitbox: 6 hits.
Sweetspot: No.
KOs at: 193%. [Sideways]
Special Properties: Counter move. Only activates if Peach is hit while Toad is out. Peach has invincibility frames during a brief period (just after she brings out Toad).
Description: Peach gets out her Toad and counters any hit thrown at her (excluding grabs).
Rating: *later*
Summary: *later*
Combos: *later*


2. Side B ~Peach Bomber~



Damage: 15%
Knockback: ★★
Speed: ★★
Range: ★★★★★
Hitbox: No.
Sweetspot: No.
KOs at: 240%. [Sideways]
Special Properties: Passes through people's shields, unless the shield is really small (it breaks it in that case).
Description: Peach launches herself a long distance and hits the opponent with her hip.
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.

Combos:
Peach Bomber > Fair (low percents)
Throw Turnip > Peach Bomber


3. Up B ~Peach Parasol~



Damage: 1%, 4% last hit, 3% when umbrella is already opened.
Knockback: ★★
Speed: ★★★★
Range: ★★★★
Hitbox: 5 hits.
Sweetspot: Last hit, when the parasol opens.
KOs at: 182%. [Upwards]
Special Properties: Multiple hitbox attack. First hits have set knockback. When the attack is done Peach keeps her parasol open to increase horizontal movement.
Description: Peach jumps with her umbrella, and then opens it and starts falling slowly.
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


4. Down B ~Vegetable/Turnip~



Damage: *See the "Veggies In-Depth" section.*
Knockback: Depends on the face of the turnip.
Speed: ★★★
Range: ★★★
Hitbox: No.
Sweetspot: No.
KOs at: *See the "Veggies In-Depth" section.*
Special Properties: Peach can pull a variety of turnips, each with different damage and knockback. She can also pull Bob-ombs, Mr. Saturns and Beam Swords.
Description: Peach ducks and gets a vegetable out of the floor.
Rating: *later*
Summary: *later*
Combos: *later*


IX. Grabs/Throws

1. Grab Attack ~Heel Stomp~



Damage: 2%
Knockback: N/A
Speed: ★★
Range: N/A
Hitbox: No.
Sweetspot: No.
KOs at: N/A.
Special Properties: None.
Description: Peach stomps them.
Rating: *later*
Summary: *later*
Combos: *later*


2. Front Throw ~Royal Slap~



Damage: 2%, 8% last hit.
Knockback: ★
Speed: ★★★★
Range: N/A
Hitbox: 2 hits.
Sweetspot: No.
KOs at: 234%. [Sideways]
Special Properties: None.
Description: Peach slaps the opponent's face.
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



3. Back Throw ~Iron Hip~



Damage: 2%, 9% last hit.
Knockback: ★
Speed: ★★
Range: N/A
Hitbox: 2 hits.
Sweetspot: No.
KOs at: 355%. [Sideways]
Special Properties: None.
Description: Peach puts her opponent behind and hits with her hip.
Rating: *later*
Summary: *later*
Combos: *later*


4. Up Throw ~Gut Punch~



Damage: 2%, 6% last hit.
Knockback: ★
Speed: ★★★
Range: N/A
Hitbox: 2 hits.
Sweetspot: No.
KOs at: 303%. [Upwards]
Special Properties: None.
Description: Peach puts opponents above her and then she hits them with both hands.
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)



5. Down Throw ~The Royal Treatment~



Damage: 7%.
Knockback: ★
Speed: ★★
Range: N/A
Hitbox: No.
Sweetspot: No.
KOs at: 313%. [Upwards]
Special Properties: None.
Description: Peach puts opponents beneath her and she falls towards them.
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)



X. Final Smash

1. Final Smash ~Peach Blossom~



Damage: 10%/20%/30%/40%
Knockback: N/A
Speed: ★★
Range: ★★★★★
Hitbox: No.
Sweetspot: Closer to opponent.
KOs at: N/A
Special Properties: This puts opponents to sleep. This also drops peaches which you can eat to recover damage.
Description: Peach dances around and the screen covers with blossoms.
Move Analysis:

The closer they are to Peach, the longer the time they will sleep.
Each peach recovers 5%.

Final Smash drops 13 peaches.


XI. Taunts

1. Up Taunt



Description: Peach gets her parasol out and spins it while saying "sweet".


2. Side Taunt



Description: Peach dances around moving her dress and singing "lala-la-lalala".


3. Down Taunt



Description: Peach does a spin then she winks while saying "aha".
 

Excel_Zero

Smash Lord
Joined
Mar 24, 2006
Messages
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Location
Puerto Rico
~Hearts, Kicks and a Frying Pan~ A Peach Guide by Excel_Zero pt. 2

XII. Frame Data

Jabs

Jab:
1st jab total: 19
1st jab hits on frame 2
1st jab shield hit lag: 6
1st jab shield stun: 5
1st jab advantage: -18
2nd jab hits on frame 9 (counting frame 1 as first frame of 1st jab)
Linking to 2nd jab advantage: -8 (opponent has 8 frames between shield stun and 2nd jab hit box)
Both jabs total: 29
2nd jab shield hit lag: 6
2nd jab shield stun: 7
2nd jab advantage: -19

Jab Advantage Info

Mario: +1
Luigi: +3
Peach: +3
Bowser: 0
DK: +1
Diddy: -1
Yoshi: +1
Wario: 0
Link: 0
Zelda: +3
Shiek: -1
Ganon: 0
Toon Link: +2
Samus: +3
Pit: +2
Ice Climbers+1
ROB: +2
Kirby: +4
MK: 0
Dedede: +2
Olimar: +4
Fox: 0
Falco: -1
Wolf: -1
C. Falcon: -1
Pika: 0
Squirtle: 0
Ivysaur: +2
Charizard: +1
Lucario: +3
Jigglypuff: +7
Marth: +3
Ike: 0
Ness: +2
Lucas: +1
G&W: +2
Snake: +1
Sonic: 0

Dash Attack

Dash Attack:
Total: 37
First hits on frame 6
First hit shield hit lag: 6
First hit shield stun: 7
2nd hit box hits on frame 17
Linking to 2nd hit advantage: -10 (opponent has 10 frames between shield stun and 2nd hit box)
2nd hit shield hit lag: 6
2nd hit shield stun: 7
2nd hit advantage: -19


Aerials

Credit to 3GOD for this data. Landing lag represents the amount of lag the aerial has when landed without auto-cancelling.

Nair:
First hits on frame 2(behind Peach), frame 3 infront of Peach.
Landing lag: 11
Hit lag: 10
Shield stun: 14
Advantage: -7
KO Potential: 144%

Dair:
First hits on frame 12
Landing lag: 9
Hit lag: 6
Shield stun: 7
Advantage: -8

Fair:
First hits on frame 16
Landing lag: 22 (auto-cancels on frame 20 and after)
Hit lag: 10
Shield stun: 14
Advantage: -18 (if auto-canceled, advantage is -2)
KO Potential: 124%

Bair:
First hits on frame 6
Landing lag: 9
Hit lag: 9
Shield stun: 13
Advantage: -5
KO Potential: 142%

Uair:
First hits on frame 8
Landing lag: 9
Hit lag: 8
Shield stun: 11
Advantage: -6
KO Potential: 161%

Tilts

Dtilt:
Total: 27
First hits on frame 12
Shield hit lag: 8
Shield stun: 10
Advantage: -13

Ftilt:
Total: 36
First hits on frame 6
Shield hit lag: 10
Shield stun: 14
Advantage: -26
KO Potential: 139%

Utilt:
Total: 37
First hits on frame 10
Shield hit lag: 8
Shield stun: 11
Advantage: -24
KO Potential: 158%

Smashes

Fsmash:
Total: 40
First hits on frame 15 (in front of Peach)
Shield hit lag: 9 (tennis), 11 (golf), 12 (frying pan)
Shield stun: 13 (tennis), 15 (golf), 17 (frying pan)
Advantage: -21 (tennis), -21 (golf), -20 (frying pan)
KO Potential:
Tennis Racket: 99%
Golf Club: 131%
Frying Pan: 135%
D-Smash = 6th frame

Dsmash:
Total: 44
First hits on frame 6, 11, 16, 21
Shield hit lag: 6 (last hit)
Shield stun: 7 (last hit)
Advantage: -22 (last hit)

Usmash:
Total: 44
First hits on frame 14
Shield hit lag: 11
Shield stun: 15
Advantage: -26
KO Potential: 80%


Specials

Neutral-B first counters on frame 11
Side-B first hits on frame 23
Up-B first hits on frame 7

Other

Standing Grab first grabs frame 6
Dash Grab first grabs on frame 6
Pivot Grab first grabs on frame 14
Jump airborne on frame 6
SH airborne for 45 frames
Turnip Throw = 12th frame
Aerial Turnip Throw = 8th frame

Dodges/Rolls

Credit again to 3GOD.

Spot Dodge:
Total: 25
Invincible Frames 2 – 20

Roll Backward:
Total: 31
Invincible Frames 5 – 20

Roll Forward:
Total: 31
Invincible Frames 4 – 19

Air Dodge:
Total: 49
Invincible Frames 4 – 19


XIII. Veggies In-Depth

*later*


XIV. Float In-Depth

*later*


XV. Advanced Techniques

-Glide Toss-

Description: Peach moves a long distance while throwing a turnip at the same time.

How to Do: When you have a Turnip (Beam Sword, Mr. Saturn and Bob-omb also works) at hand, do a rolldodge at any direction and then throw the turnip at any direction. Peach is supposed to slide at the same time while throwing the turnip.

Uses: Very useful technique for Peach. Works for approaching as well as retreating. An approach I usually do is hitting the opponent with the turnip while doing the Glide Toss, and then doing a running grab.

Demonstrational Video: *later I guess*


XVI. Character Matchups

-Bowser- :bowser2:

*later*

-Captain Falcon-:falcon:

*later*

-Charizard-:charizard:

*later*

-Diddy Kong-:diddy: 55-45

What to Watch out For:
-Banana combos (Trip to dash attack, trip to grab, trip to forward smash).
-His UP B can spike you so be careful if under him.
-Peanut gun is deceptively useful against your approaches.
-He's very quick.
-Glide tossing, other bananas trixies.

Matchup Mentality:
-Catch and use bananas to your advantage.
-If you see Diddy trip or know he's going to, use peach bomber to tech chase..
-Down air is still really good but you need to have the timing down well on Diddy to chain 'em.
-Edgeguard him and gimp him if you can. Neutral air is good to override his recovery priorities.
-Be creative, don't follow usual Peach patterns. Diddy isn't too versatile so you should be able to create a playstyle to work around him.

Did you know?
-You won't trip on a banana while ground floating.
-Use an aerial while ground floating over a banana, then let go of float and you'll catch the banana.
-Reverse glide toss (throw down though) is a good way of retreating, dropping a banana and having him trip on it.

Donkey Kong:dk2: 50-50

What to Watch out For:
-Great range on back airs.
-Donkey Punch super armor.
-Cargo grab stage spike.
-Insane ground game.
-Three different spikes (down air, forward b, and forward air).
-Smashes with high range and KO power.

Matchup Mentality:

-DK's strongest on the ground, that's where he wants you, and he will use his decent aerial game (back air is good but forward air..only when he can predict and space).
-Want to play defensive while you find a way in (usually through the air) then do damage-racking combos.
-Forward smash is very good against him.
-Land upsmashes as he lands or air dodges. He's a big target so you can land these. You will need him because its reallyy hard to KO him with other moves. Duck and upsmash may work sometimes.
-Can camp and play well defensively on stages with platform cover like Yoshi's Island.

Did you know?

-His DK punch has super armor, you cannot knock him out of it though he will take damage. this is dangerous, and he will gladly sacrifice the damage to kill you at like 75%.
-His up B is really hard to edgeguard but you can down air out of it if spaced just right.
-his back air will cancel out your turnips.
-9 winds on his DK punch is stronger than fully charged.
-Luigi's mansion isn't that bad, don't waste a ban on it....he's great on levels with water because of free spikes. Lylat cruise is a good stage for him too.
-Press L right as he releases you to tech his back throw stage spike.

-Falco-:falco: 50-50

What to Watch out For:
-Laser spam. laser spam
-Shine reflects turnips easily
-Can spike you out of your up b if done right
-Good jab combos, build up damage

Matchup Mentality:
-Be patient, work your way around lasers (powershield/dodge/roll/duck)
-Don't let him space you with his lasers to get in a free hit
-Punish his predictable recovery. With peach bomber, or upsmash, you can out prioritize it (his side B)
-Chaingrab him from 0-30 to f-tilt

Did you know?
-Throwing turnips up can really mess up his approach due to him worrying about them when he approaches after lasering
-Once falco is below the ledge, edgehog him, he doesn't have much horizontal range.
-Falco is pretty light of a character even if he is a fastfaller
-Falco doesn't have many kill moves. Avoid his upsmash and forward smash at all costs at higher percents.

-Fox-:fox:

*later*

-Ganondorf-:ganondorf:

*later*

-Ice Climbers-:popo: 60-40

What to Watch out For:

-Infinite chain grabs
-Quick and high priority side B (spinning hammer thing)
-Desynched strategies ; such as blizzards
-Strong smashes can kill very early


Matchup Mentality:

-Avoid getting grabbed at all costs. DO NOT RUSH IN without thinking about how you will approach without risking getting grabbed.
-Strategies to avoid grabs include high use of turnips, staying higher in the air and down airing using the tip of her feet, killing Nana as fast as you can, wiggling extreme amounts when you do get grabbed, downsmashing if you are ever close to them on the ground but behind them, spacing properly as well as baiting by appearing in grab range, and extended use of attacking nana to mess up their positioning and timing
-SPECIAL ATTENTION TO HOW TO AVOID GRABS: JAB A LOT IF YOU ARE CLOSE. This jab is so fast and will save you alot!!! Do first jab then grab or jump and down air.
-DO NOT THINK THIS MATCHUP IS JUST LIKE IT WAS IN MELEE although the floating idea is the same
-WAIT for blizzard to decrease/waste up energy then approach.
-Z dropping turnips work well too
-FOCUS ON killing nana early while shes recovering. this is KEY.

Did you know?

-IC is pretty vulernable when sweet spotting the ledge with Up B. Nana grabs the ledge then popo swings himself up later. You have a gimping window to attack popo before he jumps up. Not common but possible.
-IC has several mini ledges he can use to more easily infinite/grab you like on rainbow cruise and delfino. It may be risky to pick these stages.

-Ike-:ike:

*later*

-Ivysaur-:ivysaur:

*later*

-Jigglypuff-:jigglypuff:

*later*

-King Dedede-:dedede: 50-50


What to Watch out For:
-Large Hitboxes, Great ability to edgeguard
-Up tilt low percentage kills
-His forward B can throw a gordo and kill you at real low percent
-Suicide kills, suck you up and you're dead.
-Chain grabs and insane grab range

Matchup Mentality:
-Pick your spots, his hitboxes are good and can keep you from getting in
-Don't over rush him, he can punish ya and is faster than you expect
-Combo the hell out of him once you are in.
-Poke through his shield, his body is fat. Downsmash can do this for example.

Did you know?
-Throw a turnip and if he does his suck in move he'll eat it instead.
-F-air and b-air's ranges extend way beyond the moves visible range
-You can SMASH DI out of the electricity on the Waddle-Doo's/Dee's

-Kirby-:kirby2: 55-45

What to Watch out For:
-His kill moves are forward smash, upsmash and the hammer (side b). Back air might kill but it usually is too stale.
-He can spike you with down air, but if you see it coming you can most of the time avoid it
-Very good aerial priority and control, lots of hits will be traded
-Can combo from down throw if you aren't used to it/don't DI properly
-Easy for him to suck you up for free damage
-Don't fall for Kirby-cides!

Matchup Mentality:
-If he sucks up your toad power good for him it's worse than yours!
-Space your movements, watch out for his ground kill moves at higher percentages
-Abuse your turnips as much as you can, he doesn't have insane range or anything and has no projectile, so you can play really defensive and build up damage
-You're gonna float a LOT in this matchup. He can't really knock you out of it until you approach. He's too slow in the air to catch you by surprise so if he approaches you can float backwards.

Did you know?
-You can only grab the stone and even then he can cancel it, so don't try to punish it too much
-His back air and uptilt override a lot of Peach's moves, watch out and don't try to "beat them" too much.
-If Kirby sucks you up and steals your power your break out, if you were holding float you appear right above and can hit him immediately
-You can toad his up B!

-Link-:link2:

*later*

-Lucario-:lucario: 50-50

What to Watch out For:
-Aura sphere grows bigger as percentage increases. It can get HUGE.
-High priority attacks
-Low cooldown time attacks, especially forward smash is hard to punish after its already come out
-Matchup gets significantly tougher if the Lucario decides to play really campy
-His down-air has huge priority and only your up tilt can beat it. Has to be timed right though.

Matchup Mentality:
-Try to hit him before his attacks come out, they come out slow, just they cool down real quick so punishing after is tougher
-Float can be quite useful if you can predict his ground attacks and jump, float, then punish
-It would be wise to save f-air to kill him slightly after he reaches 110% so he doesn't last to 200% at his strongest.
-Upsmash out of shield can punish him if he doesn't space some attacks
-Lucario's will roll a LOT. Watch for it.

Did you know?
-Lucario gets a slight boost from being multiple stocks behind as well? It's only slight but it's there.
-Lucario gains strength and range after he reaches 100%
-Lucario's UP b can't hit you, Edgehog him if he's out of range.
-His roll is a monster

-Lucas-:lucas:

*later*

-Luigi-:luigi2:

*later*

-Mario-:mario2:

*later*

-Marth-:marth: 40-60

What to Watch out For:
-Great range and strong killing moves
-TIPPER WILL KILL YOU REALLY EARLY


-He can still spike you
-His forward B on the gruond. Very fast, does a lot of damage
-use of jumps and double jumps to space aerials and get you to react
-his UP b out of shield, he'll use it alot, watch out for it

Matchup Mentality:
-Do not down air as much, you'll be on the defense usually
-Turnip anytime you have a chance to pull one out!
-Back airs, float back-then forward air and forward smash spacing to help you deal with his spacing.
-Edgeguard him as much as possible, you'll win if you can get your kills early off these

Did you know?
-Marth can instantly drop from the ledge and forward air, hitting you with it if you're above the ledge
-You can gimp him by holding the ledge, then letting go into a float, then re grabbing it to gain invincibilty. A very long floating ledge stall. Very useful on Marth.

-Metaknight-:metaknight: 40-60

What to Watch out For:
-Whorenado, Downsmash KO, UP B Ko, Down air gimps, insane priority
-You cannot edgeguard him

Matchup Mentality:
-Be defensive, he's hard to approach
-Utilize all your ground options, the air is dangerous.
-Use that float to your advantage but don't get too close/be predictable with it
-Trade hits if its possible

Did you know?
-Meta is one of the lightest in the game, so try to get an up air or upsmash in.
-Against tornado: Up tilt hits tornado if above, turnips (sometimes), forward smash (sometimes)

-Mr. Game & Watch-:gw: 45-55


What to Watch out For:
-Back airs. back airs
-Smashes that come out real fast and don't lag much after. Careful there.

Matchup Mentality:
-Use turnips to mess up his back air approach
-Hitting with Toad a couple of times will get him to be less aggressive and give you more space
-You want to float, space yourself to punish him after he throws out his attacks, because he will be throwing out a lot

Did you know?
-Up tilt beats the key. Looks like he doesn't have the key to Peaches heart. Ha ha ha ha....
-If Game and Watch UP b's and overshoots the ledge, GRAB him and don't hit him. Just like snake he'll fly off and be unable to UP B again.
-Hitting with the up air fan/lock will contribute to refresh his stale moves!!! Avoid it.

-Ness-:ness2:

*later*

-Olimar-:olimar: 70-30

What to Watch out For:
-Pikmin spam will build up damage fast
-VERY strong kill moves, if he uses his throw, up air, upsmash and back air
-UP B can knock you out of float if you are not careful
-Very good grab range
-Super armor on his pikmin call

Matchup Mentality:
-Move very fast and stay in his face
-Use high priority attacks, back air, and down air are excellent. down air combos ruin him
-Try to gimp him by knocking him far away and edgehogging, using the float stall edgehog described in the marth summary. Throw a turnip then do it to force him into a bad position.
-Jab or jab to grab quickly after autocancelling aerials, his grab is slow and won't beat your jab.

Did you know?
-Toad can be used as an attack if you have pikmin on you
-Downsmash kills pikmin off you
-Al your aerials besides up air can attack through pikmin and still hit him in the same swoop
-Blue pikmin have a lot of knockback, dont get grabbed if its the next one. purple pikmin actually have hitstun and can knock you away instead of just grabbing onto you. fear these ones

-Peach-:peach: 50-50

*later*

-Pikachu-:pikachu2: 50-50

What to Watch out For:
-Spammable projectile (thunder jolts)
-Up + B, Quick Attack. Good recovery and can used to perform the Quick Attack combo, leading to enhanced use of thunder jolts/aerial attacking
-Fast movement speed/attacks
-Thunder, a good edgeguarding move. Also a good finisher for when Peach is in the air
-Strong multi hit Down Smash
-Up Tilt/Uair for juggling
-Strong Up Smash/F Smash when sweetspotted

Matchup Mentality:
-Learn to Powersheild his thunder jolts. This is crucial if you want to win
-Nair will hit Pikachu out of his Quick Attack. Nair also outprioritzes all of Pikachu's aerials. Useful for breaking out of his juggling
-F Tilt/Up Tilt will hit Pikachu out of aerials provided you get the hit in first
-Toad works well vs Pikachu
-Use Turnips wisely. Thunder jolts and Turnips will cancel each other out if they connect
-Clever use of Floating, especially to avoid thunder jolts
-Watch how Pikachu uses Thunder. Don't let him trick and don't run into it
-Watch carefully how Pikachu uses the Quick Attack Combo. Nair/D Smash will knock Pikachu out of this

Did you know?
-If you hit Pikachu whilst he is using his Down Smash with an aerial you will always get hit. Wait until he has finished and punish it
-Turnips are bad for gimping Pikachu's recovery
-F Smash is an excellent punishing move after sheilding a D Smash
-If you get caught in Pikachu's D Smash, at higher percents you can Smash DI out of it. Be ready to tech against the floor when you do escape it

-Pit-:pit: 55-45

What to Watch out For:
-Lots of multi hit moves (Smash DI out of them)
-Fast, controllable arrows
-Fast start up on attacks
-Has very good recovery, goes under the stage
-Two primary useful reflectors
-Kililng moves of forward smash, up air and back air

Matchup Mentality:
-Powersheild/Dair arrows. Do not let them get to you.
-Spaced Fairs are great in this match
-Gimp his Up + B recovery because if he gets hit whilst using it, he can't use it again until he lands
-Dair combos work well vs Pit
-Throwing turnips out of shield are exccellent, EXCELLENT

Did you know?
-Pit's side B has reflecting properties so never attempt to throw Turnips at it/Toad it
-Pit has very little (possibly no) approachs
-Pit has a hard time killing just like Peach
-F Tilt is a good killer as Fair is much better at building damage here

-R.O.B.-:rob: 50-50

What to Watch out For:
-Auto and well spaced aerials
-Campers (top and laser, especially when recovering in the air)
-High priority aerials
-Quick and near lagless side step

Matchup Mentality:
-Approach with turnips as much as you can
-Down air combos really well if you can get in with it
-Toad is quite helpful as you can see his moves starting up
-Neutral air bothers him a lot
-Grab his top so he can't use it, can do aerials and forward smash while holding an item

Did you know?
-To F-smash with item, must be holding A, press forward on C-stick, then let go of A.
-In unifinished down air (last hit doesn't prop him up) can combo into other hits against rob due to his weight
-Rob CAN change direction hes facing while UP Bing if he does it right /a ROB technique

-Samus-:samus2:

*later*

-Sheik-:shiek:

*later*

-Snake-:snake: 40-60

What to Watch out For:
-Up Tilt, Mortar Slide, Various Projectiles
-His tilts in general have insane priority
-Killing him is difficult, some options are the Cypher Gimp and F-air to knock him out of his Up B super armor.


Matchup Mentality:
-Hit and run game
-Patience
-Work around his moves rather than falling into his traps thinking you can beat them head on

Did you know?
-Down air and back air knock him out of his mortar slide. Turnips will explode his dsmash mine.
-His C4 can be toaded. Useful surprise to him (the spores may still reach him)

-Sonic-:sonic:

*later*

-Squirtle-:squirtle:

*later*

-Toon Link-:toonlink: 45-55

What to Watch out For:
-Huge variety of projectiles that include a boomerang, bombs and arrows
-Good aerial game
-His Up Smash which is his main killer comes out quick and can be used whilst sliding across the stage (Running upsmash)
-His Zair (it's much shorter than other characters though)
-Good recovery
-His Dair sends him straight downwards, can spike in the air and will bounce off your sheild for a 2nd hit

Matchup Mentality:
-Dair can cancel out his projectiles
-Do not be afraid to approach Toon Link, sheild his projectiles and don't let yourself get pinned down
-Never abuse Floating! Toon Link's giant array of projectiles and good air game will knock you out of the sky
-Always be prepared for his Up Smash, it's his main killer
-Toad his projectiles if you are close enough
-Never attempt to Fair him whilst he is still in Uair/Dair animation. You'll trade hits and you'll often get it worse

Did you know?
-If you get hit by the first hit of Toon Link's F Smash, you can hold the jump to start Floating and you won't get hit by the 2nd hit of his F Smash
-If you sheild Toon Link's Dair, he will bounce off and you can be hit by a slightly weaker part of Dair whilst his sword is still sticking out. Never Toad this and keep your sheild for the whole time
-Up Tilt will beat out his Dair but the timing is difficult

-Wario-:wario: 55-45

What to Watch out For:
-The Waft. It takes two minutes to build up. Insane kill power, huge percentage damage
-Wario has massive aerial control and can autocancel/has no lag on most aerials. This combination makes it tough to grab a good, smart wario.
-Forward smash has some slight super armor even if you hit him you get hit through it.
-The bite has reallllyyyy high priority
-Auto combo: down air to bite into other follow-ups

Matchup Mentality:
-Wario recovers with his bike, so don’t destroy it, so you can get gimps. If he does use his bike he will pop out a certain distance above it. Learn that distance and punish.
-You can do a good job of outranging his attacks if you space
-Use lots of turnips, he doesn’t have a projectile, gain position advantage
-Find a way to get a grab for release grab combos and kills
-Bait some aerials out. Forward air is really good and if you are under him , he can’t do much about up air, goes through whatever he has if he’s above you.

Did you know?
-You can release grab combo Wario. Just grab, don’t mash him the instant that he’s going to break out, and you can follow with an upsmash, or any aerial. Do double hit n-air or back airs at lower percents, and upsmash for the kill

-Wolf-:wolf: 45-55

What to Watch out For:
-His blaster camping
-his smashes move him a lot and have wayyy more range than yours
-his recovery can spike
-Wall of back airs, wall of lots of moves. His range bugs a lot.
-He will shine whenever you get close

Matchup Mentality:
-Be patient and watch out for that range, find a way to get your down air combos in
-You want gimps in this matchup - with moves that send at odd angles (like racket) or by edgeguarding
-Neutral air out prioritizes his recovery
-Short hop Back airs can be useful though not totally reliable
-Chaingrab him ata low percents but watch out, if you aren't on frame he can shine out of it.

Did you know?
-Throwing turnips up can really mess up his approach due to him worrying about them when he reflects way too often/early. Good scaredsies tool.
-Can't let you do that, Star Fox...
-Lylat cruise is a great stage against him, especially his recovery
-his reflector is used as a 'counter' type move since it comes out quickly in 6 frames and messes up your setups

-Yoshi-:yoshi2:

*later*

-Zelda-:zelda:

*later*

-Zero Suit Samus-:zerosuitsamus:

*later*


XVII. Stage Counterpicks

:bowser2:Bowser
Counterpick: Jungle Japes, Rainbow Cruise, Battlefield
Ban: Norfair

:falcon:Captain Falcon
Counterpick:
Ban: Distant Planet

:diddy:Diddy Kong
Counterpick: Brinstar, Rainbow Cruise, Yoshi's Island, Norfair
Ban: Final Destination

:dk2:Donkey Kong
Counterpick: Yoshi's Island, Battlefield, Rainbow Cruise, Frigate Orpheon, Luigi's Mansion
Ban: Lylat Cruise, Jungle Japes, Brinstar

:falco:Falco
Counterpick: Rainbow Cruise, Luigi's Mansion, Lylat Cruise, Castle Siege, Pokemon Stadium 1, Brinstar
Ban: Jungle Japes

:fox:Fox
Counterpick: Jungle Japes, Luigi's Mansion, Pokemon Stadium 1, Lylat Cruise
Ban: Final Destination, Corneria, Halberd

:gw:Game & Watch
Counterpick: Green Greens, Yoshi's Island
Ban: Rainbow Cruise, Corneria

:ganondorf:Ganondorf
Counterpick:
Ban: Pirate Ship

:popo:Ice Climbers
Counterpick: Brinstar, Rainbow Cruise, Delfino Plaza
Ban: Final Destination, Pictochat

:ike:Ike
Counterpick:
Ban: Corneria, Green Greens, Pirate Ship

:jigglypuff:Jigglypuff
Counterpick:
Ban: Delfino Plaza

:dedede:King Dedede
Counterpick: Norfair, Rainbow Cruise, Yoshi's Island, Lylat Cruise, Jungle Japes
Ban: Green Greens, Delfino Plaza, Final Destination, Halberd

:kirby2:Kirby
Counterpick: Lylat Cruise, Battlefield
Ban: Rainbow Cruise, Green Greens, Brinstar

:link2:Link
Counterpick:
Ban: Rainbow Cruise

:lucario:Lucario
Counterpick: Corneria, Green Greens, Rainbow Cruise
Ban: Luigi's Mansion, Frigate Orpheon, Pictochat, Yoshi's Island, Final Destination

:lucas:Lucas
Counterpick: Yoshi's Island, Lylat Cruise, Yoshi's Island (Melee), Delfino Plaza, Castle Siege, Luigi's Mansion
Ban: Norfair, Brinstar, Corneria, Final Destination

:luigi2:Luigi
Counterpick:
Ban: Battlefield

:mario2:Mario
Counterpick: Rainbow Cruise
Ban: Battlefield

:marth:Marth
Counterpick: Brinstar, Distant Planet, Frigate Orpheon, Jungle Japes, Skyworld, Yoshi's Island, Final Destination
Ban: Battlefield, Lylat Cruise, Norfair, Corneria, Halberd, Onett

:metaknight:Meta Knight
Counterpick: Green Greens, Yoshi's Island (Melee), Halberd, Norfair, Pictochat
Ban: Luigi's Mansion, Rainbow Cruise, Battlefield, Final Destination

:ness2:Ness
Counterpick: Pokemon Stadium 1, Jungle Japes, Yoshi's Island (Melee), Mario Circuit, Delfino Plaza
Ban: Corneria, Norfair, Luigi's Mansion, Pirate Ship, Brinstar

:olimar:Olimar
Counterpick: Jungle Japes, Rainbow Cruise, Frigate Orpheon, Sky World, Delfino Plaza
Ban: Luigi's Mansion, Norfair, Lylat Cruise, Corneria

:pikachu2:Pikachu
Counterpick: Luigi's Mansion, Brinstar, Pokemon Stadium 2, Rainbow Cruise
Ban: Corneria, Final Destination

:pit:Pit
Counterpick: Pokemon Stadium 1, Yoshi's Island, Castle Siege, Yoshi's Island (Melee), Luigi's Mansion
Ban: Norfair, Lylat Cruise, Final Destination, Battlefield, Delfino Plaza, Halberd

:pt:Pokemon Trainer
Counterpick: Jungle Japes, Rainbow Cruise
Ban: Corneria, Norfair, Castle Siege

:rob:R.O.B.
Counterpick: Green Greens, Brinstar, Norfair, Battlefield
Ban: Jungle Japes, Luigi's Mansion, Frigate Orpheon, Final Destination, Lylat Cruise

:samus2:Samus
Counterpick: Green Greens
Ban: Final Destination

:shiek:Sheik
Counterpick: Luigi's Mansion, Jungle Japes
Ban: Battlefield, Halberd, Norfair

:snake:Snake
Counterpick: Jungle Japes, Final Destination, Delfino Plaza, Rainbow Cruise
Ban: Halberd, Luigi's Mansion, Smashville

:sonic:Sonic
Counterpick: Jungle Japes, Luigi's Mansion, Pictochat, Battlefield
Ban: Corneria

:toonlink:Toon Link
Counterpick: Jungle Japes, Luigi's Mansion
Ban: Corneria, Rainbow Cruise, Norfair, Halberd, Green Greens

:wario:Wario
Counterpick: Final Destination
Ban: Battlefield

:wolf:Wolf
Counterpick:
Ban: Smashville

:yoshi2:Yoshi
Counterpick: Jungle Japes, Luigi's Mansion
Ban: Corneria, Delfino Plaza, Castle Siege

:zelda:Zelda
Counterpick: Jungle Japes, Frigate Orpheon
Ban: Battlefield, Luigi's Mansion, Corneria, Smashville, Castle Siege

:zerosuitsamus:Zamus
Counterpick: Jungle Japes, Brinstar, Castle Siege, Rainbow Cruise
Ban: Pokemon Stadium 1, Battlefield


XVIII. Closing

Thanks to everyone who spent their time reading this. And of course thanks to all those Peach mains that dedicated a lot of time and effort into helping improve Peach's metagame and discovering everything about her, and those who motivated me to update this guide. Hope you liked the guide. ^^

Credit:

Weekly Move Discussion by airgemini
Peach's Frame Data by Niko K
Peach Weekly Match-Up Discussion by EdreesesPieces
Peachy Counterpicks by MenoUnderwater
 

Excel_Zero

Smash Lord
Joined
Mar 24, 2006
Messages
1,201
Location
Puerto Rico
Thanks about the comments everyone.

Awesome, I can't wait until this is finished.

In the meantime, I had a Peach vs Peach fight yesterday, I'm not sure how well either of us gauge compared to everyone else, but it's here: http://www.youtube.com/watch?v=gBUAD5XreSc Feel free to check it out, and use it in the video section if you so please.
About the video, it wasn't bad at all but I'm still not sure if I should put it on the video list. I'll just keep watching the videos people post and come with decisions later.
 

Morrigan

/!\<br>\¡/
Joined
Mar 10, 2006
Messages
18,681
Sticky request (and unstick the very old general Peach sticky).

Nice guide, the section was lacking one. Will look forward to the rest.
;)

(the attack names are corny :dizzy: )
 

Djudjo

Smash Cadet
Joined
May 1, 2008
Messages
37
The Quality isn't good.

It's me playing as Peach in the Final and the Semi-Final Matches of a tourney that happened here in Rio de Janeiro, Brazil.

I'am Dju in the videos.

Semi-Final Peach vs. Zelda http://br.youtube.com/watch?v=dWC2-Pg_Ask
Final Peach vs. Olimar http://br.youtube.com/watch?v=c8yOYremAuM

I was the Champion =]

Peach's tennis racket has the most powerful knockback of the 3 Fsmashes she has if you hit the person with it's sweetspot. Fully Charged, the Tennis Racket can kill someone at less than 90% I thing it can K.O Falco at 70% depending where falco is on the stage.

I hope you understand my english T-T
 

Excel_Zero

Smash Lord
Joined
Mar 24, 2006
Messages
1,201
Location
Puerto Rico
Thanks for the comments and the sticky requests!

Sticky request (and unstick the very old general Peach sticky).

Nice guide, the section was lacking one. Will look forward to the rest.
;)

(the attack names are corny :dizzy: )
Lol I know the names are corny. I just typed the original names listed on Melee's Official Guide (since the Brawl one only has the names of the special moves). If you guys want I could change the names if you post some ideas.

The Quality isn't good.

It's me playing as Peach in the Final and the Semi-Final Matches of a tourney that happened here in Rio de Janeiro, Brazil.

I'am Dju in the videos.

Semi-Final Peach vs. Zelda http://br.youtube.com/watch?v=dWC2-Pg_Ask
Final Peach vs. Olimar http://br.youtube.com/watch?v=c8yOYremAuM

I was the Champion =]

Peach's tennis racket has the most powerful knockback of the 3 Fsmashes she has if you hit the person with it's sweetspot. Fully Charged, the Tennis Racket can kill someone at less than 90% I thing it can K.O Falco at 70% depending where falco is on the stage.

I hope you understand my english T-T
Well the qualities are bad, but they were good matches. I'll think about it...

About Peach's tennis racket... you say it has a sweetspot? If so, then where is it exactly? I'm going to go check this now...

Wanna link to my youtube? A lot of people seem to enjoy the video's and can learn from them.

http://www.youtube.com/user/Niko9876
I saw like 2 of your videos (04/24/08) and that Peach looks somewhat like mine was on that date lol. Very nice Peach. I will add some of your videos, but try posting here the direct links of your best matches to make it easier on me. :)
 

exidid

Smash Journeyman
Joined
Oct 24, 2007
Messages
246
Location
There :&gt;
This kind of guides are nice, with exact percentages and stuff.

I want this to get finished so bad!
 

Djudjo

Smash Cadet
Joined
May 1, 2008
Messages
37
the Tip of her Tennis Racket is the sweet spot. it's my Choice to kill people when I use her Final Smash
 

Morrigan

/!\<br>\¡/
Joined
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Messages
18,681
the Tip of her Tennis Racket is the sweet spot. it's my Choice to kill people when I use her Final Smash
The tip? I thought that the Golf club was the only that had the sweetspot in its tip.
 

Niko_K

Smash Master
Joined
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Messages
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Location
Oshawa 905
The tennis racket definitely has a sweetspot. I've killed from the middle of FD at 90 with it.
 

Djudjo

Smash Cadet
Joined
May 1, 2008
Messages
37
Does the Golf Club has a Sweetspot? I don't think so.
Because when I discovered that the Tennis Racket had Sweetspot I tried to do the same with the golf club and the frying pan, and it didn`t make any diference.
 

Morrigan

/!\<br>\¡/
Joined
Mar 10, 2006
Messages
18,681
The tennis racket definitely has a sweetspot. I've killed from the middle of FD at 90 with it.
Jigglypuff? :S

Does the Golf Club has a Sweetspot? I don't think so.
Because when I discovered that the Tennis Racket had Sweetspot I tried to do the same with the golf club and the frying pan, and it didn`t make any diference.
Its sweetspot is its tip.
Well, at least if you hit someone with the stick it does less damage and knockback.
 

Excel_Zero

Smash Lord
Joined
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Messages
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Location
Puerto Rico
Ok messing around in training mode with the tennis racket I found out that it has a sweetspot at the very tip of the attack. The attack did 13% damage instead of the usual 12%. Doesn't seem to be a big change in damage, but let's see about knockback. I'm going to update the attack in a few minutes with this new information. Thanks everyone!

Btw I already verified with the frying pan and golf club and they do the same damage no matter the distance.

Edit: Wow. Just... wow. It kills at 99% UNCHARGED! The knockback increase is really inmense. This adds some killing power to Peach's arsenal which is awesome!

Edit 2: Ok I updated the move with this new information. The move fully charged kills at low as 65%!!! Thanks people for clearing this up for me.
 

Airgemini

Chansey
Joined
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Messages
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Location
Safari Zone. Shiny, and holding a Lucky Egg.
3DS FC
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Hm. I couldve sworn that if you hit with the golf club at its tip its more powerful than hitting with the middle of it. Maybe Im just remembering from Melee.
I thought the pans sweetspot was in the center of the pan not the tip.
 

Morrigan

/!\<br>\¡/
Joined
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Messages
18,681
Hm. I couldve sworn that if you hit with the golf club at its tip its more powerful than hitting with the middle of it. Maybe Im just remembering from Melee.
I thought the pans sweetspot was in the center of the pan not the tip.
Same with me. Silly Melee.


PS: Why isn't this stickied yet COME ON.
 

testo024

Smash Cadet
Joined
Mar 3, 2008
Messages
30
Location
Chicago, IL
i thought the golf club had a sweet spot as well, but i could be wrong. I definitely killed someone in the high 80's from near the ledge of final D with the tennis racket yesterday :-)

I have a really amature question that I can't seem to figure out but I see a lot: What is DI ing? Also, camping? (If there's a Smash dictionary somewhere that I don't know about, please direct me to the right place)
 

Goodstyle

Smash Apprentice
Joined
May 8, 2008
Messages
177
Peach's frying pan has waaay worse knockback than it had from melee, good guide though.

Also Delicious's cake's sig is going to be moderated.
 

Excel_Zero

Smash Lord
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Location
Puerto Rico
Thanks once again for those wonderful replies xD

i thought the golf club had a sweet spot as well, but i could be wrong. I definitely killed someone in the high 80's from near the ledge of final D with the tennis racket yesterday :-)

I have a really amature question that I can't seem to figure out but I see a lot: What is DI ing? Also, camping? (If there's a Smash dictionary somewhere that I don't know about, please direct me to the right place)
DI stands for Directional Influence. You probably do it unconsciously. To perform DI is to hit a direction on the control stick to move your character a bit while you receive an attack. The goal of DI'ing is to survive attacks that could have killed you if you didn't apply it. There is much more stuff about DI, like which directions are the most effective in certain trajectories, and Smash DI for example...

Camping is basically keeping your opponent away from you (which is mostly done with projectiles or attacks with long range/priority). The goal of camping in most cases is to make the timer run out and gaining your victory that way. Good campers are difficult to penetrate and they often irritate their opponents because they are constantly running and not getting hit. Of course if you are losing the match then camping is not the best way to go. There is much more about camping, but I hope this brief explanation makes it clear on what it is.
 

Excel_Zero

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Joined
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Location
Puerto Rico
I thought all of Peach's aerials could be canceled.
http://smashboards.com/showthread.php?t=169171
The thing is that the definition of Autocancelling of this thread is doing an aerial move and the move ending before the Short Hop is done, and making the move lagless. But a lot of moves doesn't have almost any lag when they land. This is the definition of Autocancelling I used in this guide.

As you see, Peach's aerials (excluding her fair) can be done at ANYTIME during your jump, and they will NEVER lag when you land on the ground (only a little bit landing lag, which is nothing compared to a normal move's lag). It seems they did this to cover the lack of l-cancelling. Or maybe it was a mistake. I dunno.

If you take Peach's fair for example, the move will lag considerably if it's done close to the ground, where as the other moves won't. To remove it's lag you have to wait till most of the move animation is done and then land (which is easier to do thanks to the float). This seem the most effective way of cancelling the lag of some slow moves of Brawl. Just perform the attack at the correct height to avoid being stuck on the ground waiting for the lag to finish. An example of applying this is double jumping Dedede's uair and dair, since if they are done as soon as possible out of a Short Hop, they will lag.

I hope I made my point clear.

Edit: Sorry the thread you posted was saying the same thing as I did. Now that I read it more carefully I realized that the thread has a mistake, since Peach's fair DOES lag, and any Peach player should know that. I will leave the rest of the argument on my post just for the lulz.
 

testo024

Smash Cadet
Joined
Mar 3, 2008
Messages
30
Location
Chicago, IL
DI stands for Directional Influence. You probably do it unconsciously. To perform DI is to hit a direction on the control stick to move your character a bit while you receive an attack. The goal of DI'ing is to survive attacks that could have killed you if you didn't apply it. There is much more stuff about DI, like which directions are the most effective in certain trajectories, and Smash DI for example...

Camping is basically keeping your opponent away from you (which is mostly done with projectiles or attacks with long range/priority). The goal of camping in most cases is to make the timer run out and gaining your victory that way. Good campers are difficult to penetrate and they often irritate their opponents because they are constantly running and not getting hit. Of course if you are losing the match then camping is not the best way to go. There is much more about camping, but I hope this brief explanation makes it clear on what it is.
thank you for the DI/camping clarification Zero FX, makes a lot of sense. Now I can read a lot of these posts and actually understand what people are talking about!
 
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