[Introduction]
I'd like to do shoutouts to people who made the Match-Up write-up possible. The names are written in Alphabetical order (it's actually just everyone who took the time and posted in this thread.) I gave hearts to people I felt helped an awful lot :D
[shout outs!]
Airgemini
C Spyker
Metatitan
Moozle
1 Lucky Pikachu
Rickerdy-doo-da-day
Roxy
White-Peach
Yaaay
:random:
NO-IDea
Killerjawz
LanceStern
Xyro
The Match-Up information is derived from this very thread, as well as
Samus' Log Book: Creature Morphology. This matchup will explain Samus' Point of View, along with Peach's. Giving us a basic idea of how the match-up would be played, what to look out for, what to not do, and what steps you can take to the make the matchup that much easier for you!.
We will play through the entire match-up, piece by piece..
[Stage Selection]
If you use stage striking in your tournament, I'd recommend banning Battlefield, as well as Final Destination as your two strikes. While Battlefield in most matchups is an acceptable place to go to for Peach. Samus does far better than you on it. Samus can use extremely small stages and platforms to her advantage much better than you can. Your turnip pulls can be quickly punished by missles or z-airs since the stage is so small, so your turnip game is greatly disadvantaged. Final Destination is a good choice for strike because of the fact that most Samus players are extremely campy, final destination being the camping godsend of all neutrals, this would be the obvious choice for striking.
In the situation that you are not allowed to strike, and can only ban. I feel your best choices are Final Destination and BF still. While Pokemon Stadium 1 is also a good stage for Samus, what's more important is gaining the lead early (by winning the first match), then (sometimes even purposely) losing the counterpick, in order to have the advantage on the third match (your counterpick that expands your strengths, and expands on your opponents weaknesses). Banning a neutral is much better than banning a CP with Samus. Doing this limits her ability to camp you efficiently, and puts you in a better situation for winning the first game.
Now, this help you for the first game and the first game only. But what about if you lose the second match or the get unlucky and lose the first? What's a good stage to use? Well thanks to KillerJawz, we have a definitive answer to that as well
[Castle Siege : Why it's bad for Samus and how to use it]
* - I put stars to show that the wording of a certain statement was either incorrect, or the spelling of a word was incorrect and i changed it accordingly
"
This stage has always been a bad one for Samus, regardless of who her opponent is, this is mainly because every single stage that comes up out of the three, are theoretically BAD for Samus. On the first part of the stage, you are entered onto a cramped area with two very low platforms, we cannot camp AT ALL here, so *effectively, you are already in, and you can start wracking up that damage asap. We can use the platforms well, but thats it. You can duck down in that small gap to avoid alot of the rubbish we throw out at you.
On the second part of the stage, you are lowered into a MASSIVE room where there are some statues, each of them carrying a flat platform and two flags at the very top corners of the room. Those statues are the death of Samus. They nerf zair's reach, blow up our missles early and make our moves LINGER (this is better for you, trust me). We cannot spam you here, so once again, you can get in, and wrack up the damage, the platforms at the top are pretty useless to us both unless one of us is attempting to stall the clock, but I guarantee you WE cannot do that on this level, also, you guys can abuse the throw > death thing off the sides better then us because Samus has a whopping frame 17 standing/running and frame 19 pivot grabs.
The final part of the stage brings you onto a small tilting rock, surrounded by lava. This stage is like a smaller final destination, granted, we can keep you out REALLY well here, but when the stage starts to tilt, we struggle to keep up, it effects our spacing significantly and it completely destroys our recovery after we have bomb stalled (you guys can float, so it's easier for you). You guys will beat us on parts 1 and 2, we may win on part 3, but thats really just a matter of spacing."
-KillerJawz
TL;DR - If you can strike, strike BF and FD, if you can only ban, ban one of the two neutral, to increase your chance of not getting one of samus' better stages. When it comes to CPs, along with stages that you enjoy, take the time to practice using Castle Siege, for it is a great stage for you in this matchup.
[The Heat of Battle: What to look for in Samus]
For starters, you need to know how most Samus' will play this Match-Up. Samus is a campy character, using z-airs and missles in order to mask their actual attack. They will take advantage of you having to pull turnips, as well as having to get in, in order to increase their percentage lead as you get hit between scary z-airs, wandering missles, and other problems. In this MU, when you get in on Samus, you need to stay in, and do significant damage. There is a lot of risk pushing yourself into Samus' bubble, however there is no other way (or at least, the chances of you winning is minimal) if you decide to play this MU by staying away: by staying away, you're making Samus' job much easier. Samus' jab is horrible, and outside of her Up-B OoS being a nuisance, you definitely have the advantage in a close-up display of fisticuffs.
You will have a few problems, unless you can air dodge on reaction, z-airs will destroy your floating capabilities entirely. Even if you can air dodge it, please pay close attention to this.
Peach's Airdodge is horrible
You heard it here Peach mains, her air dodge is extremely easy to punish, among the three worst air dodges in the game. You should work your way around missles and z-airs carefully, and refrain from using airdodges when Samus has her CS fully charged. Samus' will take advantage of this GREATLY hitting you with a full CS after a z-air for an easy 25% in their favor. You don't like this fact, and I don't like this fact. So for the best of both of us, we should not float in this MU.
Now let's say you get in on Samus via float, and begin your D-airing frenzy. This can be Screw Attacked (up-b'd) OoS by Samus, and since it sucks you in, even pulling away can be punished in some scenarios. If you get hit by this, at low percentages you 'might' be able to come back and punish with a d-air (even though Peach is floatier than Samus, your D-air can make up for that distance away). At high percentages this is nearly impossible for Peach to punish.**
** - If you'd like, however it's only relatively acceptable at low percentages. You may Up-B Samus' Up-B for quick damage. However note that the damage is minimal, and since samus is heavier than Peach, she can easily come back and hit you with a falling d-air, or worse, a d-tilt. This is a high risk: low reward attack, therefore isn't recommended.
So, in summary, Samus will spam and space z-airs in order to prevent you from pulling turnips or floating to use your aerials. Samus has almost guaranteed setups against Peach with her Zair to CS. Samus can also throw small energy shots to test your reactions, and punish accordingly. All of this makes Peach horrible in this MU right?
Wrong.
Let's discuss What makes Peach good in this Matchup, and what YOU should look for to punish.
[The Heat of Battle Part 2 : Using Peach Effectively]
For starters, knowing how to glide toss is extremely helpful, and almost necessary in this match-up. Please know that the farther you can glide-toss, the better. Remember how we striked and/or banned BF and FD? This increases your chances of picking turnips by a good deal, considering Yoshi's Story's platforms slightly shift as time goes by, making missles potentially fly past you, and Smashville's moving platform is great to pick a turnip and assess the situation (and close enough to the ground where you can safely reach the floor). But back to glide tossing, you can shield Samus' missles, and then glide toss towards her while she's in cool down. This allows you the ability to get in, while not having to rely on the benefits of floating. Remember what we said before: when Peach gets in on Samus, Peach wins very heavily and needs to take advantage of it by dealing large amounts of damage. By decreasing the risk of taking idle damage, while still getting the reward of getting in on your opponent, you can easily steer the match into your favor. Using basic Peach methods work very well on Samus (save a few floating techniques).
- Jab To Grab
- Spaced Fair to Jab
- Spaced Fair to lol Spaced Fair
- Nair OoS
Mix it up, the more you mix up your strengths, the better chance you have of them connecting and dealing good damage.
When Samus is in the air, she has minimal ways of safely attacking from above (save d-air, which is while an effective move, is laggy enough to be punished). U-tilt is a great, 'large' hotbox move to use to do extremely good (by peach standards) damage on Samus. You can also use Up-smash which sucks your opponent in slightly, and hope for a quick kill. Your Turnips come into great play to set you up for more damage and more juggles, you can use your turnips as a reaction test, to see how your opponent will react and punish accordingly, or just toss them up there for damage in general.
Tl;DR - Getting in, and either keep Samus high in the air (not short hop distance) or close to you can make racking up damage easy, along with making your kill moves more accessible to use.
[In Conclusion]
This matchup is extremely fun in my opinion for Peach as well as Samus. The MU generally goes like this..
- Samus outspaces Peach
- Peach takes significant damage
- Peach gets in
- Samus takes significant damage
- They both reach high percentages, then either character dies.
- Dying character comes back, and uses invincibility to position themselves to their advantage (even potentially killing their opponent).
- Next character dies. Rinse and repeat from step one.
Samus gets to really take advantage of their spacing tools against Peach. While Peach gets to use her jabs, safe F-air's, etc. more than she would in High-Top tier matchups. It's a matter of which player is smarter than the other, and if they played the entire game correctly (banning the correct stages, playing the MU correctly, mindgames, etc.)
50:50 Even
Tell me if I said anything wrong!! Or if I forgot anything!