deepseadiva
Bodybuilding Magical Girl
This is a mostly exact image of Peach's invisible control zone. Note: jab 2, Toad, Parasol, dair, and dash grab are omitted. Also note that for aerials, jump has 5 frames of start-up, with Peach being airborne on frame 6. So, while nair hits on frame 3, all together with jump (5+3), it's 8 frames. Bair is frame 11. Uair frame 13. Fair frame 21. Going into a dash also requires start-up frames, but I'm not sure how many and haven't particularly cared to look. Someone should, since dash attack will be 6+ whatever.
Peach's fastest options on the ground, in order, are:
- Jab at frame 2
- Dsmash, ftilt, grab at frame 6
- Turnip throw at frame 8
Her most ranged options, in order, are:
- Turnip tosses (the one in the image is a normal standing toss) at frame 8
- Peach Bomber (which has the same reach as turnip toss) at frame 23
- Dash attack at frame 6+dash start-up
- Dtilt at frame 12
- Fsmash at frame 15
- Pivot grab at frame 13
- Fair at frame 16
- Ftilt at frame 6
- Jab at frame 2
Spacing is having the faster move from the furthest distance. For example, while Peach's fsmash has great range, it takes 15 frames to hit - if a character has a move faster than 15 frames, they will win that moment, assuming all things equal. Good spacing with Peach is making a balanced decision between the speed you need, and the range you can get away with, and applying that to the moment's context (Am I in the air? Am I running? Do I have a turnip?).
On the ground, Peach's most valuable assets are her turnips. If the Peach was given the space/time to pull a turnip, she was gifted a bit of power. Turnips are not very good items, but suddenly Peach has 3 times as much range as normal, and more importantly Peach has created free pressure. As soon as Peach has released her turnip, Peach can independently work off the forced reaction. Peach can create advantage from a neutral situation without cost. Even if the turnip is easily dealt with, Peach is no worse off. $0 for $0, but with the potential opportunity to become +1 in Peach's favor. Every move has lag, and thus every move does have a cost - you prepay for turnips with a 30 frame turnip pull.
Fair works in the same way, 16 frame start-up is incredibly slow, but that's it's only cost. You prepay a measly 16 frames for significant range and a lagless cancel.
Prepayment for lag is very good in this game. That's the **** you spam, if your opponent has given you the time/space to prepay, that means it's free.
Thinking about the game economically, every match is the accumulation of an overwhelming amount of small-individual victories. Every hit is +1/-1 for either player. This is the order of priority: avoid -1 hits, keep to a 0 situation, and always take +1 hits.
Other thoughts:
Peach Bomber is always going to be terrible, but it deserves credit for being incredibly ranged. Used sparsely, no one expects Peach to attack from that distance. I think it has enough freak-out value to be a consistent source of 20% at least once a match.
If you're holding a turnip and the opponent is within jab range, you should have thrown it much sooner.
ftiltttttttttttttttttttt