Peach (SSBM): Difference between revisions
Will edit more later.
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* Back Throw: ''Iron Hip'' 6-11% | * Back Throw: ''Iron Hip'' 6-11% | ||
* Up Throw: ''Gut Punch'' 4-9% | * Up Throw: ''Gut Punch'' 4-9% | ||
* Down Throw: '' | * Down Throw: ''Royal Pain'' 3-7% † | ||
=== Forward Smash (Peach Swing) === | === Forward Smash (Peach Swing) === | ||
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* Generally slow-moving | * Generally slow-moving | ||
* Dies vertically at relatively low percents | * Dies vertically at relatively low percents | ||
* No KO Move (move that kills at low percentages, eg. spikes, Falcon's Knee) | * No reliable KO Move (move that kills at low percentages, eg. spikes, Falcon's Knee) | ||
* Wavedash is among the shortest in game | * Wavedash is among the shortest in game | ||
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=== Recovery === | === Recovery === | ||
Peach's recovery is very versatile due to the fact that she can manipulate her movement in many ways. When hit off | Peach's recovery is very versatile due to the fact that she can manipulate her movement in many ways. When normally hit off-stage, she will still have a double jump, a triple jump (Up B and air dodge), and her float. You'll want to either go over your opponent (usually with a double jump and float) or [[Sweet spot (ledge)|sweet spot]] the ledge with her Up B, just be aware that you can be edgehogged before you attempt to sweet spot the ledge. The Peach Parasol has amazing range, and its disjointed hitbox can easily edgehog many opponents, unlike Marth who will usually not do damage with a sweetspotted Up B. If you do not use the Up B, you can air dodge; if so, you can use this aerial evasion to cancel your second jump. If you ''do'' use the Up B, you are still not out of options because you can open and close the parasol in order to avoid being hit. | ||
==== Wall Bombing ==== | ==== Wall Bombing ==== | ||
Wall Bombing is more difficult than it may readily appear. You can't be too close to the stage to initiate the Wall Bomb and the Peach Bomber must be Smashed each time or you will simply be unable to reach the stage. To initiate the follow-up Wall Bomb, you must start it immediately after you recover from the previous Peach Bomber. Using this tactic is very risky in tournament play and should be only used as a last resort. Though it is possible to perform on any stage with a thick base, you will usually only see this technique employed on Final Destination. | Wall Bombing is more difficult than it may readily appear. You can't be too close to the stage to initiate the Wall Bomb and the Peach Bomber must be Smashed each time or you will simply be unable to reach the stage. To initiate the follow-up Wall Bomb, you must start it immediately after you recover from the previous Peach Bomber. Using this tactic is very risky in tournament play and should be only used as a last resort. Though it is possible to perform on any stage with a thick base, you will usually only see this technique employed on Final Destination. | ||
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=== Advanced Techniques === | === Advanced Techniques === | ||
* Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Up-Throwing them between 23-30% and 80-90% and then re-grabbing them. (Note: The lower percents apply to Fox/Falco, while Chainthrowing Captain Falcon requires him to be closer to 30%) Beyond 80-something% for Fox and Captain Falcon and closer to 90% for Falco, the opponent can DI, wiggle, and/or Shine out of the chain | * Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Up-Throwing them between 23-30% and 80-90% and then re-grabbing them. (Note: The lower percents apply to Fox/Falco, while Chainthrowing Captain Falcon requires him to be closer to 30%) Beyond 80-something% for Fox and Captain Falcon and closer to 90% for Falco, the opponent can DI, wiggle, and/or Shine out of the chain. | ||
* Downthrow into ... - If | * Downthrow into ... - If an opponent DI's upward, expecting a Forward Throw, you can chain grab them with your Down-Thrown, you can even chain more floaty characters with it. Peach can also has many more options out of her down throw, she can F-Tilt them, Dash Attack them (regardless of DI), Neutral Air them, or even Up Smash them. Characters with little stun can DI, wiggle, and Neutral Air out of this, though, but usually, you can just trade hits with them, with attack of your own. It is however, dangerous to Down Throw characters like Luigi however, who have very strong, high priority Neutral Airs. | ||
* If you Dash Attack a | * If you Dash Attack a fast-falling character at around 40-60%, you can follow his or her DI--if there is any--with a grab, which can be followed up into a chaingrab. | ||
* When an opponent is grabbed by another character, you can make his or her victim suffer the torturous damage of an entire Down Smash by spacing it so that every single hit of the Down Smash hits the victim but not the person grabbing him or her. | * When an opponent is grabbed by another character, you can make his or her victim suffer the torturous damage of an entire Down Smash by spacing it so that every single hit of the Down Smash hits the victim but not the person grabbing him or her. | ||
* Peach's double-jump allows her to Double-Jump Cancel, sacrificing her second jump but immediately moving toward the ground by first jumping (or at least being airborne), starting an aerial and immediately jumping again. This subsequently allows her to: | * Peach's double-jump allows her to Double-Jump Cancel, sacrificing her second jump but immediately moving toward the ground by first jumping (or at least being airborne), starting an aerial and immediately jumping again. This subsequently allows her to: |