Blubolouis
Smash Lord
Be very patient in this mu, focus on PSing stuff and not taking stupid damage. So even if you'll have to close the distance sometimes, walking is very important. When you get hit by a bomb or a boomerang, look out for TL's positioning so that you don't airdodge too soon -even though you might get frame trapped anyway. A good timing on the dodge+good SDI on the bomb if you see it coming can prevent him from actually taking your stock.
Some of TL's stuff is unpunishable if he can manage his space well (retreating fair, full hop retreating nair, even spaced dtilt on shield...). Try and learn to recognize when you can actually punish something or when you should just take the occasion to get more ground control, which is equally, if not more, important.
You might find easier to punish TL's landing than go looking for him in the air. Finally, it's supposedly easy to edgeguard him offstage, pressuring him with fair, dair, nair, and even a counter in his upB. I suck at it though.
For Peach: if she's a super campy peach, you must take advantage of her pulling turnips to gain stage control, or to dash attack her offstage. Each character strives on pressuring the other when he doesn't have enough room to move around and space as he wishes. So if she camps, it opens opportunities for her (punishing more aerials, strings, etc) but she leaves some room for you. If (or simply when) she tries to pressure you, you can try and jab when she's actually on the ground, but be careful that she doesn't bait you into that. She doesn't have a whole lot of reasons to try and fight your jab up close without first landing an autocancelled and unpunishable fair, or stuff like that.
Once you've gained enough stage control, you can try a regular form of aerial keep away game, mainly based on bair. It's your best answer to both turnips throws, and her aerials approaches (seriously, it'll stuff ALL her float options, and can catch turnips).
Random tips: always DI up vs Peach. Always. Her only vertical killmove is Usmash (which shouldn't touch you) and I guess Uair, at very high%. A good DI will allow you to live to annoyingly high %.
Same as TL, can be pressured offstage. Fair, or (my favorite) take the edge, wait for commitment such as fast-fall or sideB, ledgedrop doublle-jump Bair all work great. Don't go for a counter unless she's already used her DJ.
Both characters have some gimmicks on the edge, but can be kept there for a long time with patience. If a peach has saved her float before taking the edge (she only regains it after using it if she touches the actual ground, not the edge), she has one more options, which is basically a wavedash onstage with more invincibility. Careful with your fair pressure if she has that option. Prefer reacting to her options with shield+jab or grab.
Some of TL's stuff is unpunishable if he can manage his space well (retreating fair, full hop retreating nair, even spaced dtilt on shield...). Try and learn to recognize when you can actually punish something or when you should just take the occasion to get more ground control, which is equally, if not more, important.
You might find easier to punish TL's landing than go looking for him in the air. Finally, it's supposedly easy to edgeguard him offstage, pressuring him with fair, dair, nair, and even a counter in his upB. I suck at it though.
For Peach: if she's a super campy peach, you must take advantage of her pulling turnips to gain stage control, or to dash attack her offstage. Each character strives on pressuring the other when he doesn't have enough room to move around and space as he wishes. So if she camps, it opens opportunities for her (punishing more aerials, strings, etc) but she leaves some room for you. If (or simply when) she tries to pressure you, you can try and jab when she's actually on the ground, but be careful that she doesn't bait you into that. She doesn't have a whole lot of reasons to try and fight your jab up close without first landing an autocancelled and unpunishable fair, or stuff like that.
Once you've gained enough stage control, you can try a regular form of aerial keep away game, mainly based on bair. It's your best answer to both turnips throws, and her aerials approaches (seriously, it'll stuff ALL her float options, and can catch turnips).
Random tips: always DI up vs Peach. Always. Her only vertical killmove is Usmash (which shouldn't touch you) and I guess Uair, at very high%. A good DI will allow you to live to annoyingly high %.
Same as TL, can be pressured offstage. Fair, or (my favorite) take the edge, wait for commitment such as fast-fall or sideB, ledgedrop doublle-jump Bair all work great. Don't go for a counter unless she's already used her DJ.
Both characters have some gimmicks on the edge, but can be kept there for a long time with patience. If a peach has saved her float before taking the edge (she only regains it after using it if she touches the actual ground, not the edge), she has one more options, which is basically a wavedash onstage with more invincibility. Careful with your fair pressure if she has that option. Prefer reacting to her options with shield+jab or grab.