Sage JoWii
Smash Champion
Overview:
Peach is back from Melee and has a turnip to force feed you. Angry turnip spam and the most annoying aerial game since Jiggs in Melee, Peach is back from the kitchen and wants to wear the pants in this relationship. Don't let her and send her *** back to the frying pan to cook some MK stew for YOU!
Kirby’s Pros and Cons:
+ Good aerial game
+ FSmash kill move at semi-low percents (100%~).
+ Plenty of jumps to gimp Peach with.
+ Strong plank/wall game if stock lead is gained.
- No solid approach options.
- Lightness may lead to earlier death (120%~)
- Limited effectiveness on ground in this MU.
Peach's Pros and Cons:
+ Turnips. 'Nuff said.
+ Floating DAir, FAir, etc. beat Kirby's ground approach options.
+ Great camper.
- Light = early death.
- Gimpable recovery.
- Limited approach options
- No offstage game.
Watch out for:
Turnips – Turnip camping, attempting turnip gimps and lastly, but most scary, chance of pulling a bomb-omb/ beam sword/ mr saturn/ stitchface!. Either learn to shield and grab the turnip when it's falling or catch in air with airdodge to gain use of a turnip which can sway matchup more in Kirby's favor. If Peach gets the stock lead, she'll turnip camp and you'll have a hard time penetrating her defenses; try BAiring on reaction. As a mixup change from BAir to FAir every once in a while but space it well.
Anytime Peach is floating – If you run in, Peach will jump>float> DAir>DAir and then move away or some variable of that; the point being she'll float out of your reach and attack your shield. Peach's DAir while floating racks damage quickly and FAir while floating has huge amts of horizontal knockback @ high percents. Avoid or hold shield til Peach isn't near you.
Peach having the lead – Once she gets that lead, it's going to get real difficult and annoying. Can you say heavy turnip camp? Kirby needs to get the lead and MAINTAIN the lead.
How to win:
Reactive BAir – React to what Peach is doing and BAir appropriately. BAir also may come down to being your kill move so pummel often. If you gain the stock lead, BAir wall with PERFECT spacing; don't get hit.
GIMP THAT TRICK. –
Charged Angled Up FSmash – I put this in the What to Do section because with aerial glide being a major mind game and BAir being Kirby's only other kill move for this match, landing a charged angled up FSmash can change the tides in our favor. If you have the stock lead, or a large percent lead, attempt it against her while she's approaching.
Spit out or Swallow?
Spit. Two ways to go about this:
1. Spit underneath BF, SV, PS1 or whatever has a lip or underneath that she can UpB under and get screwed.
2. Swallow, hold for a second or two and then off the stage and angle for a corner. If you hold her long enough and THEN jump off, she won't footstool kill you but she'll be far and low enough from the stage to recover while you jump to victory.
It's about what you feel comfortable with but Toad isn't useful enough in this matchup.
What NOT to do:
Run in and [impromptu] – Running @ her and shielding, smashing, tilting is a good way to eat a floating DAir to the face. Running in just isn't an approach option in this matchup. If you do, aim for a grab and get a few percents out of pummel and throw her. Keep it unpredictable and keep it at a minimum.
Eat turnip damage. – Eating a few turnip damage here and there just to land a few hits here in there is NOT what you want. Don't allow those 1%, 2%, 3%, etc. to rack up in an attempt to land hits. You want to avoid taking any damage during this matchup and allowing one or two turnips every time you wanna land a hit is going to lose this for you.
Let Peach Recover – Kirby HAS gimp options and Peach HAS a crappy recovery. It's our strong suit and if you're not jumping at every chance you get, that's a stock you let Peach keep.
Get hit. – I can't stress how important this match up is on not taking damage. Perfect space, avoiding turnips, etc.. DO IT! ALL OF IT! AVOID DAMAGE!
Stages (in order of priority):
Jungle Japes – Klap Trap, high ceiling, river kills Peach's recovery, DAir spike? Need I say more? Just watch out for Peach turnip camping.
Rainbow Cruise – Kirby should feel comfortable here and bad recovery Peach shouldn't. Moving stage means Peach can't sit and camp and awkward placed platforms help avoid turnips. Also blastzones are good for FSmash kills and UThrow. Throughout the match stay ahead of Peach during the horizontal transitions so that you can punish approaches. During the vertical transition Kirby should be looking to kill by attacking, attacking, and attacking.
Delfino – Water screws with Peach a lot. Stage moves to stop Peach camping and can lead to Peach's bad recovery leaving her behind when the stage moves.
Anywhere flat and linear – Just avoid places where turnip camping is going to be a major hassle (FD, SV) or where you don't feel comfortable.
Synopsis:
This match up boils down to stock/ percent leads. Perfect spacing, excellent camping and gimping correctly is what will win in this matchup. Avoid getting hit. It's a 50-50 match up until one character starts messing up and getting higher damage percent; then it leads in the percent lead's favor.
Peach is back from Melee and has a turnip to force feed you. Angry turnip spam and the most annoying aerial game since Jiggs in Melee, Peach is back from the kitchen and wants to wear the pants in this relationship. Don't let her and send her *** back to the frying pan to cook some MK stew for YOU!
Kirby’s Pros and Cons:
+ Good aerial game
+ FSmash kill move at semi-low percents (100%~).
+ Plenty of jumps to gimp Peach with.
+ Strong plank/wall game if stock lead is gained.
- No solid approach options.
- Lightness may lead to earlier death (120%~)
- Limited effectiveness on ground in this MU.
Peach's Pros and Cons:
+ Turnips. 'Nuff said.
+ Floating DAir, FAir, etc. beat Kirby's ground approach options.
+ Great camper.
- Light = early death.
- Gimpable recovery.
- Limited approach options
- No offstage game.
Watch out for:
Turnips – Turnip camping, attempting turnip gimps and lastly, but most scary, chance of pulling a bomb-omb/ beam sword/ mr saturn/ stitchface!. Either learn to shield and grab the turnip when it's falling or catch in air with airdodge to gain use of a turnip which can sway matchup more in Kirby's favor. If Peach gets the stock lead, she'll turnip camp and you'll have a hard time penetrating her defenses; try BAiring on reaction. As a mixup change from BAir to FAir every once in a while but space it well.
Anytime Peach is floating – If you run in, Peach will jump>float> DAir>DAir and then move away or some variable of that; the point being she'll float out of your reach and attack your shield. Peach's DAir while floating racks damage quickly and FAir while floating has huge amts of horizontal knockback @ high percents. Avoid or hold shield til Peach isn't near you.
Peach having the lead – Once she gets that lead, it's going to get real difficult and annoying. Can you say heavy turnip camp? Kirby needs to get the lead and MAINTAIN the lead.
How to win:
Reactive BAir – React to what Peach is doing and BAir appropriately. BAir also may come down to being your kill move so pummel often. If you gain the stock lead, BAir wall with PERFECT spacing; don't get hit.
GIMP THAT TRICK. –
Spacing – An incredible amount of this match up is about gaining and maintaining the stock/percent lead. Perfect spacing of BAirs and tilts minimalize damage taken and that's important in this matchup. Run away if you have to, and don't go toe to toe unless you're coming off with less damage in the end. SPACE EVERYTHING. If your spacing isn't that great, better get better or this match up is lost.For offstage gimps just dair>jump>dair. It'll knock out the first umbrella, momentum cancel a lil, then knock out the second umbrella they'll OBVIOUSLY pull out and by then the Peach will be below recovering range.
A very important part of this matchup IMO is understanding Peach's recovery. She can aerial while gliding and after she was her umbrella is she cancels it, there's a hitbox so edgehogging her recovery will just get you an added percent and she'll still come back. REMEMBER that her glide is a straight horizontal and her umbrella is a slow descent so time the hammer and mixup between landing the first and second hit. Her recovery is very predictable so remember you can DAir her up+b and hammer her over+b.
Charged Angled Up FSmash – I put this in the What to Do section because with aerial glide being a major mind game and BAir being Kirby's only other kill move for this match, landing a charged angled up FSmash can change the tides in our favor. If you have the stock lead, or a large percent lead, attempt it against her while she's approaching.
Spit out or Swallow?
Spit. Two ways to go about this:
1. Spit underneath BF, SV, PS1 or whatever has a lip or underneath that she can UpB under and get screwed.
2. Swallow, hold for a second or two and then off the stage and angle for a corner. If you hold her long enough and THEN jump off, she won't footstool kill you but she'll be far and low enough from the stage to recover while you jump to victory.
It's about what you feel comfortable with but Toad isn't useful enough in this matchup.
What NOT to do:
Run in and [impromptu] – Running @ her and shielding, smashing, tilting is a good way to eat a floating DAir to the face. Running in just isn't an approach option in this matchup. If you do, aim for a grab and get a few percents out of pummel and throw her. Keep it unpredictable and keep it at a minimum.
Eat turnip damage. – Eating a few turnip damage here and there just to land a few hits here in there is NOT what you want. Don't allow those 1%, 2%, 3%, etc. to rack up in an attempt to land hits. You want to avoid taking any damage during this matchup and allowing one or two turnips every time you wanna land a hit is going to lose this for you.
Let Peach Recover – Kirby HAS gimp options and Peach HAS a crappy recovery. It's our strong suit and if you're not jumping at every chance you get, that's a stock you let Peach keep.
Get hit. – I can't stress how important this match up is on not taking damage. Perfect space, avoiding turnips, etc.. DO IT! ALL OF IT! AVOID DAMAGE!
Stages (in order of priority):
Jungle Japes – Klap Trap, high ceiling, river kills Peach's recovery, DAir spike? Need I say more? Just watch out for Peach turnip camping.
Rainbow Cruise – Kirby should feel comfortable here and bad recovery Peach shouldn't. Moving stage means Peach can't sit and camp and awkward placed platforms help avoid turnips. Also blastzones are good for FSmash kills and UThrow. Throughout the match stay ahead of Peach during the horizontal transitions so that you can punish approaches. During the vertical transition Kirby should be looking to kill by attacking, attacking, and attacking.
Delfino – Water screws with Peach a lot. Stage moves to stop Peach camping and can lead to Peach's bad recovery leaving her behind when the stage moves.
Anywhere flat and linear – Just avoid places where turnip camping is going to be a major hassle (FD, SV) or where you don't feel comfortable.
Starters: Ranked and Explained
Key: Good, Bad.
Yoshi's Island –Hands down the best starter. The odd incline of the stage helps out a lot. The slanting platform gives you some versatility with your FC while Peach is floating back to the stage. And the close horizontal blastzones means a dsmash/fsmash on her *** is gonna kill her (or at least make it a very easy gimp). Also it's easy to gimp with kirbicide if you DI to the corner after holding Peach for 1-2 seconds.
PS1 – Transforming stage stops turnip camping. Varying heights to drop in from. Lip on edge means gimp possibilities on top of gimping possibilities. FC goes through certain obstacles and the windmill can help rack damage off of combos. Lastly on the rock transition Kirby can jablock Peach between the mountain and the scaffolding.
FD – No. No no no no. Flat, basic, camp central. Expect camping. LOTS AND LOTS OF CAMPING.
SV –Same as above reasoning. Strike it.
Key: Good, Bad.
Yoshi's Island –Hands down the best starter. The odd incline of the stage helps out a lot. The slanting platform gives you some versatility with your FC while Peach is floating back to the stage. And the close horizontal blastzones means a dsmash/fsmash on her *** is gonna kill her (or at least make it a very easy gimp). Also it's easy to gimp with kirbicide if you DI to the corner after holding Peach for 1-2 seconds.
PS1 – Transforming stage stops turnip camping. Varying heights to drop in from. Lip on edge means gimp possibilities on top of gimping possibilities. FC goes through certain obstacles and the windmill can help rack damage off of combos. Lastly on the rock transition Kirby can jablock Peach between the mountain and the scaffolding.
FD – No. No no no no. Flat, basic, camp central. Expect camping. LOTS AND LOTS OF CAMPING.
SV –Same as above reasoning. Strike it.
Synopsis:
This match up boils down to stock/ percent leads. Perfect spacing, excellent camping and gimping correctly is what will win in this matchup. Avoid getting hit. It's a 50-50 match up until one character starts messing up and getting higher damage percent; then it leads in the percent lead's favor.