4. Using Turnips in a match - Advanced
Once you've got the hang of pulling up Turnips and throwing them at people, you can start to use them more effectively.
Throwing a Turnip is all well and good but simply standing where you whilst throwing the Turnip won't get you very far, especially if the enemy is not nearby. This is where mobilty whilst using Turnips kicks in and the versatility of Turnips gives you many options.
Peach has excellent aerials, so most of the time it's not the best idea to stay grounded. The same goes for Turnips. Whilst throwing them in the air takes a little longer to begin than throwing them on the ground (and the Turnips don't admittedly go as far), gaining height inevitably increases the distance it is thrown and gives you freedom of air mobility much quicker afterwards. Not only that, Turnips can interrupt on coming aerial attackers
Example
Peach vs Luigi
Peach pulls up a Turnip. Luigi jumps up, ready to start things off by hitting Peach with an aerial
Peach jumps back and throws the Turnip at the airborne Luigi
Luigi gets hit - he falls back down to the ground - his attempt at an aerial has failed
As mentioned before, Turnips can be thrown like items. This includes throwing them as a dash attack
Example
Peach vs Ike
Peach pulls up a Turnip - Ike charges at Peach intending to dash attack her
Peach runs and throws the Turnip before Ike's dash attack has initiated
Ike gets hit - his dash attack has failed. Peach can now space her self or get in close
Something that most people do not realise is that Peach can throw Turnips
out of her sheild. This effectively allows you to block whatever is coming your way and immediatly retaliate with something that has a bit more range than say a Nair. Or you can use it to bait people into charging at you and throwing the Turnip a them whilst they're running towards you
Example
Peach vs Samus
Peach pulls up a Turnip. Samus charges at her
Peach puts up her sheild. Samus uses a dash attack
The dash attack hits Peach's sheild. Peach presses the attack button
The Turnip hits Samus - Peach can now follow up with another move (e.g. a grab)
Turnips are excellent edgeguarding tools. Whilst repeatedly pulling up Turnips and throwing them isn't always a good idea, it certainly can work in situations like this
Peach vs Link
Peach has got Link off the edge. Link's priority is now to recover
Peach moves slightly and positions her self so that the thrown Turnip will just graze the edge and fly off the stage
Link uses his Up + B. He manages to cling onto the stage...
...but is knocked off by the barrage of Turnips Peach is throwing. Link now has to recover again. Peach keeps chucking Turnips
If timed correctly, you can keep pelting your opponents off the edge, even to the point where it gimps their recovery completely. However, better players or characters with better recovery will eventually find a way around this. On the other hand, you can normally rack up a fair amount of damage when your opponent is trying to recover
That covers the majority of the simple stuff. Now to move onto more complex things. This next section shall include various AT's with Turnips and what they can lead to. B Sticking techs shall be covered later in the guide
5. Advanced Techniques associated with Turnips
Glide Tossing
How to Perform: Initiate any roll by holding the Sheild button and pressing either left or right while holding an item (in this case a Turnip), then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Peach slides in the direction of the would-be roll and tosses the item. This gives you incredible approaching and retreating abilities whilst throwing a Turnip. Distance traveled differs based on character and several other factors. See this thread for info on Glide Tossing distance
http://www.smashboards.com/showthread.php?t=172861
Z Dropping
How to perform: This isn't really an Advanced Technique but I reckon it's still good to point it out as another tech involves it. Simply press the grab button (Z on the GC controller) whilst in the air. You MUST NOT be inputting any movement at this point or you will throw the Turnip in that direction.
Z Dropping is simply letting go of the item (hence the Dropping). It is very subtle but the Turnip is 'dropped' very weakly and slowly.
Z Dropping with an Air Dodge
How to Perform: There is a way to Z Drop
and Air Dodge at the same. You have to input an Air Dodge and then press the attack button almost at exactly at the same time. Technically, using Sheild in the air makes you air dodge and pressing Sheild + Attack makes you grab (same as the Z button...this is the only explanation I can come up with
)
That's all. You simply Z Drop and Air dodge at the same time
Down Tilt Turnip Slide
How to Perform: First, initiate Peach's Down Tilt (Strong attack to those who bothered to read the manual). Do you see how Peach attacks infront and then slides back to where she was originally crouching? There is a way to abuse this slide.
Peach's Down Tilit attack technically finishes before Peach slides back to her original crouching position. This means that whilst her sliding back animation is happening, you can perform something whilst gaining the slide. In this case, it's Turnips.
Perform a Down Tilt and when Peach has finished sweeping the floor with her hand and is moving back, use Turnip Pull. If done correctly, Peach will slide backwards AND pull up a Turnip. You'll know if you've done it right because you'll see Peach slides back furthur than where she was originally crouching.
The timing is difficult, but I've found that in order to get the most significant slide, you have to initiate Down Special just when Peach's arm is moving back to her side and the slide begins.
Stalled Foxtrot Dash Attack Turnip Throw
How to Perform: Like a Fox Trot (simply tap the way you want to go without holding on to dash forward just a bit) Dash attack but instead of immediatly pressing the attack button, wait a bit. You'll see Peach screech on the ground to stop her self and then come to a complete halt. If you initiate a dash attack during this stopping animation, Peach will suddenly go into and Dash attack and throw the Turnip
Turnip Edge Slide
How to Perform: Whilst dashing, if you pull up a Turnip, you can slide some distance because you keep some of the momentum from your dash. This allows you do to a Turnip pull but sliding slightly. You can use this just as you are about to fall off the edge of a platform/the stage. This will cancel all the ending lag of pulling up a Turnip because you are now in the air. Useful for quickly pulling Turnips up when running off a platform
These are the most useful non B sticking AT's you will need when playing as Peach, paticularly Glide Tossing. Now let's try applying them to a match
6. Using Turnips in a match - Using Advanced Techniques
I'll start off with Glide Tossing. Currently, all you've been able to do is throw a Turnip standing still or in the air. Glide Tossing allows you to slide across the stage whilst throwing the Turnip. It's basically an advanced way of doing a dash attack but gives you more range and less ending lag
Example:
Peach vs Ike
Peach pulls up a Turnip
Peach Glide Tosses the Turnip at Ike.
The Turnip hits Ike
Because Peach Glide Tossed the Turnip, she is now close enough to follow up with a Dash attack or Grab
If you do a retreating Glide Toss, you can space yourself enough to pull up another Turnip without getting punished
The great about Glide Tossing is that it helps Peach's approach. If performed correctly, it's a fast, easy way to get up close to your opponent and do something to them whilst they suffer from hitstun/sheildsturn of the Turnip
You can Glide Toss Turnips in
all 4 directions. (Using the C Stick to Glide Toss Turnips is much much easier) You can throw sliding reverse Turnips, throw Turnips upwards whilst sliding across the stage to put constant pressure on your opponents falling back down onto the stage or just get in close for jabs and grabs
Having said that, you must not rely on Glide Tossing. Normal Turnip throwing is equally important. Which brings us onto a Stalled Fox Trot Dash attack Turnip throw. Basically, this stalls the time your dash attack (Turnip throw) comes out
Example
Peach vs Charizard
Peach pulls up a Turnip. Charizard is playing defensivly and is waiting for an opening to hit Peach.
Peach continually Fox trots towards Charizard
Peach waits for a bit then Fox trots again. Charizard is close enough to attack. Charizard goes for a dash attack...
...but has been tricked by Peach who is just reaching the end of her Fox trot animation. She throws the Turnip in a dash attack style
Charizard gets hit
This can be highly situational but it's always good to throw it in now and then
Something which can be performed by all characters is the Z Dropping (explained above) of items. Since Peach can pull up 'items' at her will, it is important to learn how to use this effectively.
As I explained earlier, Z Dropping is very simply letting go of the item your holding. It is slow yet sutble. I find it great for tricking an enemy who tries to hit me from below, only to find a they get hit by a Turnip which leaves them vunerable to more attacks.
Another type of Z Dropping is with an air dodge (explained above). This effectively lets you drop a Turnip and air dodge at the same. Sounds great right? It's excellent to surprise agressive aerial attackers.
If you're feeling really technical, you can Z Drop and then immediatly perform an aerial after it. This is very useful if you want to perform an aerial but you have aTurnip in your hand
Example
Peach vs Sonic
Peach has managed to get Sonic offstage and he has been forced to use his Up + B
Peach is in the air and is holding a Turnip. Throwing a Turnip at Sonic to try and gimp him would be useless as his Up + B allows him to recover from great distances. A Turnip would only allow him to recover furthur
Peach
uses Z Dropping. This causes her to drop the Turnip. She then immediatly performs a Fair. This causes her to recatch the Turnip
Sonic gets hit by the much more powerful Fair rather than by a Turnip
A slightly more complex AT is that involving Down Tilt (as explained above). It's difficult to master but can be very useful for getting out the way of enemy attacks
Example
Peach vs Marth
Peach attempts a Down Tilt. Marth rolls out the way
Marth sees that Peach is still in Down Tilt animation. He charges at her with a dash attack...
...but Peach, who has taken advantage of the Down Tilt slideback, has pulled up a Turnip and slides backwards.
Marths dash attack has missed. Peach can now Glide Toss a Turnip at him and follow up with a jab/grab
The Down Tilt AT is highly situational, but every hit counts and it's great for a surprise/follow up from a Down Tilt
7. Baiting with Turnips
So far, all we have been using is things that mainly hitting your opponents with Turnips. They're a projectile, they're meant to hit.
However, unlike other item style projectiles, you have an infinite supply of them. This means you don't have to be too conserving of your Turnips, you don't have to concentrate on hitting someone with a Turnip. This leads into various tricks, baiting techniques and mind games. A Turnip does not always need to hit your opponent for it to be useful.
Example
Peach vs Ike
Ike is at a very high percent. Peach grabs him and throws him up
Ike now has the problem of landing back on the stage
Peach pulls up a Turnip. She follows Ike/Glide Tosses a Turnip upwards
Ike airdodges so he doesn't get hit by a Turnip...
...but now has after lag of air dodging. Peach takes advantage of this and Uairs him
Ike dies
It's tricks like these that can knock a stock off even the most skilled of players. They aren't hard to pull off. It's all about predicting your opponents reaction and taking advantage of it. This is a general rule to fighting in Smash Bros, not just for Turnips
Example
Peach vs Bowser
Peach pulls up a Turnip and makes an agressive looking jump towards Bowser
Bowser sheilds, expecting an Aerial Thrown Turnip
Instead, Peach fast falls to land and Glide Toss the Turnip at Bowser
Peach can now follow up with a grab
8. Random Pulled Items - How to use and apply them to the battle
Picture this. You're halfway through an intense battle. You've just got lucky and got your opponent far away enough to safely press Down + B. Your opponent is charging at you with a dash attack - you roll behind him and throw you recently plucked Turnip...
...which proceeds to cause a giant explosion, sending your opponent flying into the death zones. GAME! - wait, what?
On more than one occasion you may have noticed that Peach does not pull up Turnips all the time from the ground. Everytime you activate Peach's Down Special, you have a chance to pull up a completely different item to that of a Turnip. You can either get:
A deadly type of Turnip known as The Stitchface
This is COMPLETELY RANDOM. Exact numbers are that you have a 1/58 chance to pull up one of the 4 (including Stitchface) items when activating your Down Special. It does not matter if items are turned off. You still have a 1/58 chance of pulling something different up regardless of that.
Now that's out of the way...let's get onto something more important - namely, what do you do with these bizzare items? If you're Glide Tossing around like a maniac on rollerblades, it's very easy to accidently throw these items away. Alternatly, if you're playing a friendly fight, you can throw these items away and continue your battle. Or, you can use them to your advantage
8. a) Random Pulled Items - The Beam Sword
Our first item is the Beam Sword, a long blue lightsaber that you will be familiar with if you've ever played with items on. And Jedi Peach has a chance of plucking it out of the ground.
The Beam Sword is different to it's Melee version. It's increased in size and it's also got a huge range compared to the one in Melee. The Melee Beam Sword was purple - the Brawl Beam Sword is blue. I'm unsure which kills earlier due to the different physics and also because I can't remember...I'll have to test that.
When you first pluck up a Beam Sword (assuming you don't throw it away) you'll notice that Peach handles the sword very oddly indeed and does not use it to it's full length.
Stunted Beam Sword statistics:
Jab: 4%, Point Blank: 5%
Tilt: 7%
Smash: 12% uncharged, 15% fully charged
KO: -
At first, the Beam Sword Peach pulls out of the ground has incredibly short range - her jab swing is even longer than her Tilt swing! The Beam Swords full length is about the same length as Peach's ordinary jab, if not shorter!
Luckily, there is an easy way to remedy this gimped Beam Sword. All you need to do is 'remove' the Beam Sword from Peach. It was originally thought that you could only restore the original Beam Swords properties by dropping it and picking it up again. However, a while ago it was brought to light by (gah I don't know atm
) that you can un gimp the Beam Sword by making it 'disappear' from Peachs body. So, to ungimp the Beam Sword you can either:
- Drop/throw the Beam Sword - This is probably the easiest/most sensible option
- Use Toad
- Use your Parasol
- Anything else that causes held items to disappear
After doing that (and picking the Beam Sword back up if you dropped it) You will now have a completely normal Beam Sword
Normal Beam Sword statistics:
Jab: 4%, Point Blank: 5%
Tilt: 7-8%
Dash attack: 7%
Z Drop: 4-10% depending on height dropped
Smash: Tip/Point Blank: 12%, Center: 11% Fully Charged Smash: 15-18%
Throw/Glide Toss: Weak: 12% Strong: 15%
KO (Mario - Center of FD, No DI): Uncharged Smash Center: 160%+ Full Charged Smash Center: 110%+, Weak throw/Glide Toss: 160%+, Strong throw/Glide Toss: 130%+
This normal Beam Sword covers around a quarter of FD on a Smash attack and 1/6th of FD on a Tilt. Needless to say, it has huge range. Unfortunetly, the bad news is that whilst you're holding it, you can't pull up any Turnips and you can't use your normal jab/F Tilt/F Smashes. Not only that, but if you lose it, you can be in serious trouble if your enemy picks it up.
If you happen to pick one of these up then keep it for as long as you can. Don't go randomly spamming F Smash though as it is fairly punishable. Still make use of your aerials and if you find it's hindering you rather than helping you, throw it at your opponent or throw it off stage. The Beam Sword has surprisingly good throwing power and bounces a fair way on the stage. May the force be with you when using this weapon
8. b) Random Pulled Items - The Bob-omb
If you've played a Mario game, chances are you're familiar with this walking bundle of joy. The Bob-omb is similar to a Turnip in that it can be thrown and caught. However, once it hits it's target, it blows up so you can't re catch it...not that you'd want to.
I would seem that Sakurai did something to the Bob-ombs to **** them off, or he just wanted to make them crazier. Compared to the Melee Bob-ombs, these are a LOT more volatile. Not only that, but if you hold onto them for too long, they'll start to rapidly glow red and then explode in your hand. These Bob-ombs are extremely dangerous and make Melee Bob-ombs look like a joke
Bob-omb Statistics:
F Throw: Weak: 31-33% Strong: 35%
KO (Mario - FD Center No DI):
30%+
As you can see, this highly volatile weapon kills Mario at 30% from the center of FD with No DI (not that it would help much). It's insanely powerful.
Don't lose your marbles if you get one though. If your opponent sees it, most likely their number 1 priority will be to avoid it. Take advantage of this but at the same time, watch that one of your opponents attacks don't set the Bob-omb off. If it kills Mario at 30%, it'll kill you at an even lower percent. So if you get a Bob-omb, stay calm, play it safe, don't let it blow up in your hands and if all else fails and things are starting to look bad, throw it away. Avoid Glide Tossing close up with this thing. You'll kick yourself if you get hit as well. And watch out if the Bob-omb hits someones sheild! It will bounce off it, up very slighty and slowly into the air and the explode when it hits someone/the ground. So, to conclude...Use bombs wisely!
8. c) Random Pulled Items - Mr. Saturn
Our 3rd item, all the way from Saturn Valley in Eagleland, is Mr. Saturn which you can also pull out the ground. This is no time for eating peanut cheese bars or piggy jelly though. Mr. Saturn has work to do! Pwaaah!
Mr. Saturn statistics
F Throw: Weak : 5% Strong: 6% Point Blank Weak: 6% Point Blank Strong: 8%
Z Drop: 2-5% depending on height dropped
At a glance, Mr. Saturn seems incredibly useless. With virtually no knockback and no KO power, he just seems like a rather bouncy Turnip that walks around. However, Mr. Saturns true powers lie in his sheilding munching abilites.
Mr Saturn eats sheilds like Mario eats Mushrooms. I highly recommend you actually test it for yourself becuase the result is astonishing. Mr. Saturn will turn a full sheild into a crippled, tiny sheild. Mr. Saturn will never normally deal the finishing sheild breaker as he's too big and will hit the opponent where they aren't sheilding. However, your opponent's sheild will be completely useless as they will have to wait until it regenerates itself. Never disregard Mr. Saturn. He might look funny as he walks/bounces around but vs a sheild, he is incredibly dangerous. Use him wise, my young zoomer
8. d) Random Pulled Items - The Stitchface
Our final item is The Stitchface, which is actually a Turnip but I feel it deserves a part in here. And why not? When players see Peach pull this type of Turnip it out, there's a good reason it fills them full of dread. The Stitchface is Peach's most deadly type of Turnip with huge damage and impressive knockback.
Stitchface Statistics:
See
10. Turnip Statistics - Which Turnip does what
The Stitchface is the most powerful of Peachs Turnips - there is no denying that. However, I personally cannot help but feel disappointed as it seems the Stitchface has been nerfed in knockback from Melee.
Having said that, it's still a valuable tool should you get it. Like the Bob-omb, normally when your opponent sees this, their number 1 aim will be to avoid the Stitchface at all costs. Use this to your advantage. You can carry the Stitchface for as long as you want without having to worry about it blowing up in your hand like the Bob-omb - you can even perform floating aerials with throwing it. Treat it as a kill move that should only be used when your opponent is at a high percent. Don't waste it and most importantly of all, re catch it if it re bounds off your opponent
9. B Sticking and Turnips
Help :x