Peach (SSBM)/Edge getups (fast)
Overview[edit]
When below 100%, Peach can perform 1 of 4 possible quick ledge actions while hanging on the ledge, or let go of ledge by pressing down or away on the control stick or c stick; which one she performs depends upon the player's input on the GameCube controller. If the player presses the A, B, or Z button, then she will perform her quick ledge attack. Most other buttons or control/c stick inputs will produce one of the actions listed below.
Like most other characters, Peach can use her ledge options to ledgehog. However, unlike other characters, Peach players will also use them to get back onto stage, even when the opponent is still on-stage. This is not because her ledge options are amazing compared to other characters', but because her advanced ledge options are terrible (primarily due to her delayed double jump): she cannot haxdash, and her ledgedash is easily the worst in the game, leaving her vulnerable for 9 frames.[1]
Neutral getup[edit]
Peach climbs onto stage, then stands up; also known as a ledge stand. The move is tied with 9 other neutral getups for fastest in the game, and leaves her vulnerable for only ¹⁄₃₀ of a second, which is an extremely tiny window for opponents to take advantage of. Unfortunately, this is counterbalanced by the move taking slightly over ½ a second, well within humans' reaction time, meaning a Fox player can punish the move on reaction with up smash. Overall, it's a decent ledge option, but one that Peach players must take care not to spam. As a ledgehogging tool, it's decent. Peach players will use it when it's ambiguous whether a recovering player will attempt to recover to the ledge, or onto the stage. For example, Sheik's Vanish has half a second of landing lag. If she lands on stage, and the Peach player uses her ledge roll, she will be unable to punish the long lag; if she does a neutral getup, the Peach player will usually be on ledge long enough to cover the Sheik's attempt to grab ledge while still being fast enough to cover a stage landing.
Jump getup[edit]
Peach pushes up onto stage, flinging herself up. As soon as she leaves the ledge, she loses intangibility, making her vulnerable for over ⁵⁄₁₂ of a second. The move's length is median for tournament winners, but is tied in 2nd place for the least amount of intangibility. However, this can mitigated by performing it immediately after grabbing ledge, thus granting her ledge intangibility while performing the jump and shrinking her vulnerability window to only ²⁄₁₅ of a second. Even still, it leaves her a sitting duck in the air before Peach can act, and thus Peach players should use it sparingly. It should never be used to ledgehog.
Roll getup[edit]
Peach climbs onto stage, before tumbling forward in a roll. Her ledge roll is tied with Zelda for the most intangibility and the second-shortest vulnerability window. Even still, it takes ⅚ of a second before she is actionable, leaving plenty of time for the opponent to react and punish her; thus, it should only be used to recover from ledge in rare circumstances. However, what makes it terrible for recovering from ledge makes it amazing for ledgehogging, and is why it should be used to ledgehog the most out of Peach's options.
Timing[edit]
All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
Neutral getup[edit]
Intangible | 1-30 |
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Animation length | 32 |
Jump getup[edit]
Intangible | 1-10 |
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Jump | 11 |
Soonest fast fall | 40 |
Animation length | 38 |
Roll getup[edit]
Intangible | 1-39 |
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Animation length | 50 |
Vulnerable |
State change |
Intangible |