Princess Peach (SSBM): Difference between revisions

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:''This article is about Peach's appearance in [[Super Smash Bros. Melee]]. For information about his [[Super Smash Bros. Brawl]] appearance, see [[Peach (SSBB)|here]].


'''Princess Peach''' (ピーチ姫, ''Pīchi-Hime''), '''Princess Toadstool''', or often simply '''Peach''', created by [[Shigeru Miyamoto]], had her first appearance in ''[[Super Mario Bros.]]'' for the Famicom System (Nintendo Entertainment System) in 1985, albeit not as a playable character--not even until the very last level of the game.  She was not playable until ''[[Super Mario Bros. 2]]'', though she still wasn't playable in the <i>Japanese</i> Super Mario Bros. 2, as the non-Japanese version was in fact ''[[Doki Doki Panic]]'' with new sprites.  Peach has since frequently appeared as a playable character in the Mario sports titles.  She received the first game of her own, Super Princess Peach for the Nintendo DS, in 2006.
'''Princess Peach''' (ピーチ姫, ''Pīchi-Hime''), '''Princess Toadstool''', or often simply '''Peach''', created by [[Shigeru Miyamoto]], had her first appearance in ''[[Super Mario Bros.]]'' for the Famicom System (Nintendo Entertainment System) in 1985, albeit not as a playable character--not even until the very last level of the game.  She was not playable until ''[[Super Mario Bros. 2]]'', though she still wasn't playable in the <i>Japanese</i> Super Mario Bros. 2, as the non-Japanese version was in fact ''[[Doki Doki Panic]]'' with new sprites.  Peach has since frequently appeared as a playable character in the Mario sports titles.  She received the first game of her own, Super Princess Peach for the Nintendo DS, in 2006.

Revision as of 18:32, September 27, 2007

Template:Character

This article is about Peach's appearance in Super Smash Bros. Melee. For information about his Super Smash Bros. Brawl appearance, see here.

Princess Peach (ピーチ姫, Pīchi-Hime), Princess Toadstool, or often simply Peach, created by Shigeru Miyamoto, had her first appearance in Super Mario Bros. for the Famicom System (Nintendo Entertainment System) in 1985, albeit not as a playable character--not even until the very last level of the game. She was not playable until Super Mario Bros. 2, though she still wasn't playable in the Japanese Super Mario Bros. 2, as the non-Japanese version was in fact Doki Doki Panic with new sprites. Peach has since frequently appeared as a playable character in the Mario sports titles. She received the first game of her own, Super Princess Peach for the Nintendo DS, in 2006.

Super Smash Bros. Melee was Peach's first appearance as a combatant in the Super Smash Bros. series, although she appeared as a fighter once before in Super Mario RPG. Like many of the new characters, she is very good for tournament play. Peach is a character with a very distinct playstyle; if one plans on using her well, one must thus prepare to practice often with her character-specific techniques, most notably the Float Cancel and her Vegetable (Turnip) attack. Both make her formidable and unique; both are also necessary for high-level play.

Peach is available at the start of the game as one of the game's 14 default characters.

Pros & Cons

Pros

  • Remarkably long horizontal recovery if her float is intact
  • Quick, effective close-up game
  • Down smash has great range, strength, and damage building abilities
  • Little lag for aerials with float cancels
  • Amazing edgeguarder
  • Powerful forward throw
  • Turnips excellent for camping, lead ins, and edgeguarding
  • Capable of Double-Jump Cancelling, allowing for very quick ground aerials.
  • Can pull Beam Swords, Mr. Saturns and Bob-Bombs out instead of a turnip, even when those items are turned off.

Cons

  • Generally slow-moving
  • Dies vertically at relatively low percents
  • Out ranged by most characters, making it hard to get inside range.
  • Her options when recovering from a ledge grab are limited because of her laggy aerials and double jump
  • Lacks low% KO options
  • Lacks easily connectible attacks that send at a low angle or straight up, making KOs difficult against players with good DI.
  • Wavedash is among the shortest in game
  • Recovery is effective but slow, leaving her vulnerable to attack before landing.

Moveset Overview

Please note that some of these attacks aren't correct and still need proper editing.

A-Attacks

  • A: Royal Slap 1-3%
  • A (Second): Double Royal Slap 1-2%
  • Dash A: Lady Push 3-12%
  • F-Tilt: Can-Can Kick 3-13%
  • U-Tilt: Crown Bash 6-12%
  • D-Tilt: Elegant Sweep 6-12%
  • Forward Smash: "Peach Swing" 12-23% (see below)
  • Up Smash: Pirouette 8-25% †
  • Down Smash: Double-Edged Gown 6-95%

Aerial Attacks

  • Aerial A: Princess Twirl 4-14%
  • Aerial Forward A: Crown Smack 8-15%
  • Aerial Back A: Flying Hip 5-14%
  • Aerial Up A: Floating High Kick 7-14%
  • Aerial Down A: Stiletto Kick 1-11%

Grab and Throws

  • Pummel: Heel Stomp 1-3%
  • Forward Throw: Royal Slap 1-10% †
  • Back Throw: Iron Hip 6-11%
  • Up Throw: Gut Punch 4-9%
  • Down Throw: The Royal Treatment 3-7% †

B attacks

  • B (Toad) 3-19%
  • Forward B (Peach Bomber) 8-28%
  • Up B (Peach Parasol) 1-12%
  • Down B (Vegetable) 6-34%

Forward Smash (Peach Swing)

  • Frying Pan 17-23%
  • Tennis Racket 12-16%
  • Golf Club 13-17%

Turnips (Vegetable)

  • Normal 6%
  • Circle Eyes 6%
  • Line Eyes 6%
  • Carrot Eyes 6%
  • Eyebrow Eyes 6%
  • Wink 10%
  • Dot Eyes 16%
  • Stitch Face 34%
  • Peach can also pull out a Bob-omb, Beam Sword or Mr. Saturn, although the odds of doing so are 1:600.

Home-Run Contest Strategies

Bat Drop Down+A

Stand right next to the Sandbag. Jump above the Sandbag. Wait until you are at the peak of your jump, then drop the bat. Immediately after you drop the bat, press Down+A. The combo will do 25% damage max.

Beginner

  • Grab the bat, dash to the Sandbag
  • 1 Up Smash (15%)
  • Charge 4 Up Smashes and release when the Sandbag hits the ground (72%)
  • Face backwards and hit bag with handle has it falls down (80% after)
  • Bullseye: 1250+ feet (380+ m.)

Easy

(Strategy created by Jesse R.)

  • Grab the bat
  • Jump once over to the right side and in the middle of your jump, do a bat drop Up A
  • Jump and catch the bat in mid-air and do another bat drop Down A
  • Throw the bat at the bag (to make it go toward the wall)
  • Pick up bat, move a little bit to the left and do 3 bat drop Down As
  • Neutral A, grab the bat, tipper
  • Bullseye: 1700+ feet (520+ m.)

Medium

(Strategy created by Ice Mario)

  • Grab the bat
  • Small jump to the right, Back A (land on the right side)
  • Up Smash
  • Do 5 fastfall bat drop Down As (26%ers)
  • Neutral A, tipper
  • Bullseye: 2300+ feet (700+ m.)

Advanced

(Strategy created by Ice Mario)

  • Grab the bat
  • Small jump to the right, Back A (land on the right side)
  • Up Smash
  • 6 Single jump fastfall bat drop Down As
  • Neutral A, catch the bat, tipper
  • Bullseye: 2600+ feet (800+ m.)

Hard

(Strategy created by Ice Mario)

  • Run towards the Sandbag and have a space in front of you
  • Throw the bat up so it hits the Sandbag, do a Neutral A right after that
  • Repeat this trick again
  • 6 bat drop Down As with fastfall (26%ers)
  • Neutral A, tipper
  • Bullseye: 3100+ feet (940+ m.)

Intense

(Strategy created by Freezard)

  • Small jump to the right, Back A
  • Small jump to the left, Back A, fastfall
  • Grab the bat, Smash Throw Upward
  • Fully charged Down Smash
  • 1 25% bat drop Down A on the left side of the Sandbag
  • 2 26% bat drop Down As
  • D-Tilt
  • Pull a Bob-omb, turn around, Smash Throw Downward (189% before)
  • Bullseye: 4700+ feet (1440+ m.)

Intense/Expert

(Strategy created by Ice Mario2003/TreborSelbon)

  • Run towards the Sandbag and have a space in front of you
  • Throw the bat up so it hits the Sandbag, do 2 Neutral As immediately after: one for stopping the Sandbag, one for picking up the bat
  • Repeat step 2
  • 3 slowfall bat drop Down As (29%ers)
  • 2 fastfall Bat drop Down As (26%ers)
  • Spike with D-Tilt
  • Pull a Bob-omb, turn around, Smash Throw Downward (196-198% before)
  • Bullseye: 5200+ feet (1580+ m.)

Expert (No Bomb)

(Strategy created by marth1)

  • Run towards the Sandbag and have a space in front of you
  • Throw the bat up so it hits the Sandbag, do a Neutral A right after that
  • Repeat this trick again
  • 1 bat drop Down A with slow fall (29%er)
  • 5 bat drop Down As with fastfalls (26%ers)
  • D-Tilt to spike the bag, close hit
  • Bullseye: 3300+ feet (1010+ m.)

Expert

(Strategy created by marth1)

  • Run towards the Sandbag and have a space in front of you
  • Throw the bat up so it hits the Sandbag, do an A immediately after to stop the Sandbag and re-grab the bat with an Aerial Z
  • Repeat step 2
  • 6 fastfall bat drop Down As (26%ers)
  • Spike the bag with a D-Tilt
  • Pull a Bob-omb, turn around, Smash Throw Downward (208-209% before)
  • Bullseye: 6000+ feet (1800+ m.)


Break the Targets Strategies

Beginner

File:Peachtargetbeg.JPG
Target order for Peach's Beginner strategy.
  • Dash forward and Up B the 2 targets on the left, fast fall and land.
  • Dash jump forward and Aerial Forward A target through the wall, fast fall, and float at a level below your starting area.
  • Float to the right and Aerial Back A the corner target, float back left, and Up B to starting area.
  • Dash forward, jump, and Aerial Neutral A the target just above, fast fall and land back onto starting* area.
  • Now double jump and Up B the top left target, and drift to the right and hit the target with your open parasol through the wall.
  • Fast fall and land on the far right and bottom.
  • Pull a turnip, throw it out to the right to hit the moving target, and turn around to slap the target behind you. Now just jump left, float, and Aerial Neutral A the final target.
  • It should get around 15 seconds.


Intermediate

File:Peachtargetinter.JPG
Target order for Peach's Intermediate strategy.
  • Jump backwards and Aerial Back A the upper target next to you.
  • Drift left, and near the target past the small corner wall, rejump and Aerial Back A, and then fall and float just under the level of your starting area.
  • Float right and Aerial Forward A the corner target, float back, and Up B back to the starting area.
  • Immediately pull a turnip and dash right, jump, throw the turnip right to the target just above, double jump, let go of jump and press Z to catch the turnip, and then Up B the top left target, all in a quick succession.
  • Drift right and allow the open parasol to hit the top right target through the wall, and fast fall to the tiniest, most right platform underneath the next target.
  • With the turnip still in hand, Smash throw it right to hit the outer moving target, and slap the target right next to you.
  • Now just jump backwards and Aerial Back A the last target.
  • It should get around 12 seconds.

Professional

File:Peachtargetpro.JPG
Target order for Peach's Professional strategy.
  • Pull a turnip while holding Y or X ASAP.
  • While still holding Y or X, dash left until you're in the air, and Aerial Forward A the target through the wall.
  • Float right a little, stop floating, and throw a turnip to the corner target at the right, and double jump to the left IMMEDIATELY after the turnip throw, and Up B the two targets at the starting point, and land back where you started (Make sure you fastfall before landing).
  • Immediately pull a turnip and dash right, jump, throw the turnip right to the target just above, double jump, let go of jump and press Z to catch the turnip, and then Up B the top left target, all in a quick succession.
  • Drift right and allow the open parasol to hit the top right target through the wall, and fast fall to the tiniest, most right platform underneath the next target.
  • With the turnip still in hand, smash throw it right to hit the outer moving target, and slap the target right next to you.
  • Now just jump backwards and Aerial Back A the last target.
  • It should get around 10 seconds.

10 Man Melee Strategies

Pull out a turnip and turn around.

  • Jump and drop the turnip onto the bottom frame. Drift left a little and Up B, hitting the top left frame. The one hit by the turnip will be knocked into the Up B. Land on the top platform.
  • Forward-Tilt the frame.
  • Fall through and Up B left, killing the bottom and top left frames. If you did this well you should land on the top and edge-cancel.
  • If you didn't land on top, fastfall and Down Smash frame 6. If you landed on top, dash off and fastfall Aerial Neutral A.
  • Small jump right when the bottom one moves and Up B left to get the last 4.

This is one of the harder sub-7 10-Man Melee strategies, but this is also very difficult to get a good time with. In the beginning, make sure Frame 1 gets stuck in your Up B right when you hit Frame 2. If it dies too late, you can't kill Frame 5 quickly. At the end, try to be kind of far to the left before you kill Frame 6. This makes Frames 8 and 9 come closer to the left before you KO them, increasing the chances of earning a good score.

Unfortunately, there aren’t really any alternative Peach strategies. Usually, if you mess up at the end, you can quickly regain control and Up B again to kill the last frames and get something like 7.50. You could also improvise. Using Peach’s most powerful ground moves (i.e. her Up Smash), use the Zelda formation and make up your own strategy. Just make sure to KO Frames 2, 5, and 10 in the best way possible and you should get under 8 seconds.


VS. Melee strategies

Recovery

Peach's recovery is very versatile due to the fact that she can manipulate her movement in many ways. When hit off of the 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 the ledge with her Up B, just be aware that you can be edgehogged if you sweet spot. The Peach Parasol has amazing range, and this disjointed hitbox can easily edgehog opponents with a sweetspot, unlike Marth who will 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 is more difficult than it may readily appear. Firstly, you cannot be too close to the stage to initiate the Wall Bomb. Secondly, the Peach Bomber must be Smashed each time or you will simply be unable to reach the stage. Thirdly, 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 bottom, you will usually only see this technique employed on Final Destination.

Stalling

Peach is one of the few characters that can do any sort of lengthy stalling; you can stall with her float, her Up B, her Neutral B, or by using her Side B (Peach Bomber) to hit the wall of the stage. With the Peach Bomber, you can actually move up a wall or stall indefinitely; this tactic (Wall Bombing to stall) is banned in tournament play.

Floating and Float Canceling

In order to float on command--and at any height--you need to jump, and press Down when at the desired height while holding either Y or X (Jump). Once you've hit Down while holding Y or X, you can hold Up and let go of X or Y and keep on floating. This technique has been dubbed the "Auto-Float" by SuperDoodleMan. Holding Up, X, or Y whilst jumping will also allow you to float once the jump animation has ended. Doing so while performing an aerial attack will let you float once the aerial's animation (including lag) has ended; you do not need to hold Down. If you want to float just above the ground, hold Down before pressing jump and let go once you do. Floating at different heights has varying uses depending upon which height you choose, but you will generally find yourself floating either at Short Hop height or just above the ground. If you are falling down and you have yet to use your float, you can press Down and Y or X simultaneously, but make absolutely sure that you do so at the same time; otherwise, you will waste your double jump and just float, which could prove disastrous while being edgeguarded. Look for the double blue circle from a double jump or listen for the very distinct sound effect of her double jump to give you a notice that the technique has been performed successfully so you know to either Wall Bomb or use her Up B.

Float Canceling is arguably the most important aspect of Peach's one-on-one combat as it allows her to combo from almost any aerial at low percents; likewise, FCing makes it almost impossible to shield grab Peach out of her aerials. This technique makes all of her aerials useful at all times.

Execution is simple, but tournament-level mastery is not so easily learned. You simply float, attack while floating, and land on a surface on which you can stand at any time while the aerial is still in progress. When you land on the ground, instead of going into your aerial landing animation, you land with your normal landing animation. This reduces the lag of her aerials from 8-13 frames down to a brisk 4 frames, which is actually quite significant.


Some uses of Float Canceling include, but are not explicitly limited to:

  • Avoiding shield grabs
  • Creating better set-ups and follow-ups for her Aerial Down A, as well as utilizing its priority
  • Jumping out of your shield into an aerial attack, or to attack again if a previous attack missed


Some uses of Ground Floating include, but are not explicitly limited to:

  • Leading into combos more easily than at other heights
  • Edgeguaring whilst onstage
  • Effectively utilizing her Aerial Neutral A against a grounded opponent
  • Mindgaming with a quickly FC'ed Aerial Neutral A


At her full jump height, you can abuse the benefits of Peach's aerial arsenal, especially the spacing on her Aerial Forward A and the priority of her Aerial Down A. Peach's full jump height can also be used to punish overaggressive combatants or overzealous players who like to jump the gun and attack too early. For example, a Falco who is constantly firing off Short-Hopped Lasers (SHL), or a character busy SHFFL'ing, can be punished with a Float Canceled aerial. Ground Floating should be used against opponents who remain airborne; it may also be used for following an opponent's DI from one of her launcher attacks.

Turnips

General

Turnips are some of the most versatile projectiles in the game. They can be used in almost any situation: edgeguarding, leading in, throwing out of your shield, etc.; the downside, however, is that Peach first has to pluck them from the ground. Turnips are also quite slow when thrown, in effect making them the slowest projectiles in the entire game. Turnips very rarely lack a use; you should therefore be pulling turnips at any free moment: when you have the space/time and nothing more useful to do (like continuing a combo or edgeguarding).


Short Hop Turnip throws are nice for short range lead-ins against grounded opponents, while full jump tosses are useful for getting inside from further away by occupying your opponent with the oncoming vegetable. A Short-Hopped Turnip is also faster than a standing turnip in terms of startup frames. They are both useful for distracting opponents and starting combos. Turnips are also primarily used in conjunction with Float Canceled aerials, but note that you cannot throw turnips while floating (though you can drop them; see the Vidjocancel). When you jump with the intention of leading in with a turnip, remember the following:

  • Jump
  • Hold the button
  • Throw the turnip
  • Press Down to float
  • Continue with any one of your aerials.

You can also throw a turnip into a double-jumped aerial.

While you can use aerials first and throw a turnip afterward, this method is less useful since you are literally throwing away your ability to lead in with an attack that cannot be punished effectively. But sometimes you want--or need--that extra damage, and it is easier to lead in with an aerial; a prime example of such a scenario would be a match against Mario: his cape effectively shuts down nearly all turnips, but his poor range and decent priority lose to Peach's aerials.

Edgeguarding

Turnips also prove extremely useful in edgeguarding. Sometimes throwing turnips out while characters are recovering from far away works wonders, but your best bet is generally to wait until he or she comes to the stage, jump out a little, and throw the turnip downward. This ruins the recovery of many-a character, but you must make sure that it hits him or her away from the stage. Hitting an opponent toward the stage can make him or her rebound downwards, but oftentimes your opponent will tech wall jump and recover normally. Also, many characters with amazing vertical recovery--like Marth--can easily use their Up B to foil your plan. While edgeguarding with turnips generally works, you must exercise caution because some people have become fairly adept at simply catching the turnips in mid-air. Some Samus players can catch your turnips and bomb off of them to recover even more! And, as already stated, other characters are proficient at reflecting the thrown vegetables, such as Mario and Doc.

Turnips Out of Shield

Turnips are useful even while shielding, mainly because you can shield cancel with a jump or turnip throw. If you press A with a turnip in hand and your shield up, you will throw your turnip. This is generally only useful when someone has you trapped in your shield and you cannot seem to rid yourself of your turnip and simply attack, or when the opponent is outside of grab range. But an interesting tactic requires you to shield, jump, and press Z (or simply hold jump) without any direction tol item-drop the vegetable, a 1-frame(!) action. Depending on when you hit Z, the turnip will either drop right in front of you (if you hit Z immediately or just hold R) or right behind you (if you hesitate). The beauty lies in the fact that the drop basically lacks an animation, and the stun from the hit allows you to follow up with a Float Canceled Down Aerial A into basically any attack or grab. It is a nice variation on the simple shield grab; it can likewise result in some nice damage-building.

Also, though this technique, just like item-dropping, can be used by any character with any item, you can throw your turnip while rolling (dodging). Using this maneuver, you can actually throw a turnip (or whatever other item you may be holding) in the direction opposite the one which you are facing. To do this, initiate the roll and either immediately hit A (or Smash Forward A for a Smash Throw) or delay it slightly to roll just barely before throwing said item.

Hitting any jump button followed by Up A (or the C-stick) will make Peach throw the turnip upward.

Also, Smashing Forward and hitting A will make Peach throw the item with her dash-throw animation, which has much more lag.

Turnip Throw Cancel

This is a nice little trick with limited use. The idea is to throw your arm backward to begin your turnip throw animation, but the never leaves Peach's hands. There are probably ways to do this in other situations, but there is only one known way to perform the move with certainty. Once you grab a turnip, Short Hop with Peach. At the peak of her jump (or just as she starts to descend), fast fall and throw the turnip down at the same time (just slam Down and Z together) and she will land on the ground, begin her throw animation, but keep the turnip in hand. Once again, this technique is mostly for show, but it can at least add to your arsenal of mindgames.

Reverse Turnip Throw Edgehog

This tactic is similar in use to how other characters may mindgame before edgehogging, such as a Yoshi walking off the stage and double-jumping to grab the ledge immediately or a Sheik reverse needle-canceling a ledgegrab. The advantage with this technique is that you can grab the ledge quickly and gain the fabled ledgegrab invincibility. In this way, Peach cannot get upsot by the hitbox of the opponent's Up B, and you can just as easily return to the stage to attack the opponent on the off-chance that he or she does make it back. The execution is simple; the timing, difficult. Turnip in hand, dash off the stage. The second you begin to fall, double-jump and throw a turnip toward the stage. If timed properly, you should grab the ledge fairly quickly. The hard part comes in timing the double-jump: if you throw your turnip too early, you will not grab the ledge; throw it too late, however, and you will fail to grab the ledge quickly enough for it to be useful. If your turnip barely clears over the ledge, you should be (roughly) timing this technique correctly.

Turnip Pull Cancel

This is a tactic that's useful for moving away while pulling a turnip, which is useful for obvious reasons. There are two ways to do it. The first is to dash towards the ledge, and the moment before you start to fall off, pull a turnip. The limited amount of slide Peach has should tip her over the edge while in her turnip pulling animation. This works with any platform. The other is done while floating, and then while floating backwards, landing on the edge of a platform or stage while facing away from it, and pulling a turnip. The limited sliding from the landing should tip you over and continue your pull animation. This doesnt work if you face the ledge, because generally when you land from the float when facing the ledge, you'll simply be stopped by the "falling over" animation.

Reverse B Attacks

Like everyone else in the game, Peach can perform all of her B moves in reverse--except for Down B (Vegetable) because it does not work while airborne. This is especially useful with her Up B (Peach Parasol) if you are recovering with your back toward the stage, and with her Neutral B (Toad) if you WANT to recover with your back to the stage (perhaps to set up a Back Air). In order to reverse Peach's direction when using Toad, simply press in the direction opposite that which you are facing, let go, and immediately hit B. Peach will turn and pull out Toad in the direction opposite the one you were facing.

Advanced Techniques

  • Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Up-Throwing them between 40 and 80% and then re-grabbing them. Beyond 80-something%, the opponent can DI, wiggle, and/or Shine out of the chain. Peach can also chainthrow non-fastfallers--unless they have 125-something%--by Down-Throwing them (if they are DI-ing upwards), turning around, and re-grabbing them.
  • Downthrow into ... - If opponents DI upward (expecting a Forward Throw) when Down-Thrown, Peach can either turn around and re-grab them, F-Tilt them, Dash Attack them (regardless of DI), Neutral Air them, or Up Smash them. Characters with little stun can DI, wiggle, and Neutral Air out of this, though, and the best Peach will be able to do is to trade hits with them. WARNING: Do not Down-Throw Luigi at all unless you are prepared to make a run for it in order to dodge his inevitable Neutral Air!
  • If you Dash Attack a fastfaller at 40-60-ish%, you can follow his or her DI--if there is any--with a grab, which can be turned 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.
  • 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:
  • Double-Jump Land - Because Peach's double-jump makes her dip downward slightly before moving upward, she can DJC and DJL. To DJL, hit jump and then, during the 4-or-5 start-up frames (depending upon whether it was a Short Hop or a full jump), hit jump again. Peach will do a little jerk as if jumping; the sound effect of her double-jump will play and she will immediately go into her landing animation. By doing this repeatedly, Peach will do a series of funny rapid jerks, thus allowing you to mindgame your opponent.
  • When people are recovering from a small distance away slightly below the edge, you can, while hanging onto the ledge, hit Back to drop and perform a falling Back Air. Once it is over, double-jump immediately into an Up B to grab the ledge again. Anyone hit by the Back Air will be unable to recover--unless, of course, the opponent is Samus, Jigglypuff, or Link/Young Link on a stage with a low surface into which they can Hookshot.

Yuna's Guide to Edgeguarding

  • Against the Space Animals, try to predict how they are going to recover. For example, if you think they will try to Forward B (Fox Illusion/Falco Phantasm) back onto the edge, float or jump into a Neutral Air, or float or jump backwards to space and perform a Forward Air. You can also intercept their Up B's (Fire Fox/Fire Bird) with any one of your aerials, though some of them require great timing.
  • Against Sheik, it is very useful--evil, even--to edgehog her by forcing her to Up B (Vanish) back onto the stage, timing your "get up" animation (normal "get up" by pressing Forward) so that if she tries to sweetspot the edge, she will still be edgehogged by the extra lag of an edgehog, running up to her (dash-canceling if necessary) and Down-Smashing her. Because of the send-off angle of the Down Smash, if it hits someone with its front, it will send him or her flying off behind Peach. By doing this, you will make Sheik fly off the edge again and you can rinse and repeat. Skilled Sheiks will try to beat this by crouch-canceling the first part of the Down Smash, thus suffering greater damage and, sometimes, knockback. Though this is highly effective on Sheik because of the nature of her recovery, it also proves effective against characters like Ganondorf, Captain Falcon, Fox/Falco (against their Forward B's), and anyone else who has a laggy recovery move.
  • Against Marth, Roy and many other characters, hitting them with one or two turnips while they are recovering will prevent them from ever making it back--or at least force them to either have to Up B back or sweetspot, which is easily countered by edgehogging and the above tactic.
  • Peach cannot edgeguard herself very well.
  • Captain Falcon and Ganondorf's Up B's make them go slightly above the ledge even when sweetspotting, though Ganondorf's makes him go higher above the ledge, which allows Peach to Ground Float slightly off the ledge and Down Air their recoveries into, for instance, a Neutral Air (or against Captain Falcon, she can just Down Air, land, float out again and repeat to build up extra damage), wait for them to recover (especially Ganondorf), and then do it again. This requires a bit of timing, though.
  • Ice Climbers are a pain to edgeguard if they are both still alive as their Up B (Belay) has ridiculous priority and takes them quite far. Try to turnip them when they are off the ledge and separate them for edgeguarding. A Popo separated from his Nana off the ledge will often run out to try to save her. Either bait him into it and edgeguard him from there or keep him occupied at all costs, effectively killing Nana. When a lone Ice Climber remains, intercept his Forward B's.
  • Samus is a bother to edgeguard. Try to hit her with turnips when she is off the stage to make her go to far away and too low to recover. Aim for the bombs and not Samus herself.
  • Doctor Mario, Mario and Luigi are a bother to edgeguard with Peach as well. Try floating out with aerials, turnipping them without them being able to cape it back, and using the ledgedropped Back Air.
  • Jigglypuff cannot be properly edgeguarded by Peach. The only options are building a pillar of turnips by Up-Throwing them at the edge to try to force her to take the hit from at least one when recovering, baiting her to pound your shield (and then either Neutral Air or Up Smash out of your shield) or try to turnip her (though her Forward B (Pound) will easily deflect them and she can still just Rising Pound if she gets hit by your turnips, so it takes quite a few of them).
  • Link can be edgeguarded with ledge-dropped Back Airs (though it's tricky) when he is either DI:'ing toward the stage or Spin Attacking, or by trying to nail him with turnips while he is DI'ing toward the stage to either Up B (Spin Attack) or Hookshot the stage. The same goes with Young Link. Mindgaming him into going for a sweetspotted Spin Attack and edgehogging him works, too, as does edgehogging someone hanging from a Hookshot to mindgame him into landing on the stage and getting up to Down Smash them.
  • Because of their crappy horizontal recoveries, if they are coming from ledge-level, below or a bit far away, Donkey Kong and Bowser are easily edgehogged. Turnipping them for extra distance is also desirable.
  • Pikachu and Pichu are hard to edgeguard unless they are really far away from the ledge. If they land on the stage after an Up B, they will suffer major lag unless they cancel it by ending the Up B just slightly above the ground. Use this opportunity to attack them! Otherwise, the only good tactic is to intercept their Up B's with an Up Smash.
  • Peach is one of the worst characters with whom one could edgeguard Yoshi because none of her aerials go through his second jump's stun-invincibility. The best she can do is to try to turnip him and to intercept his second jump.
  • Peach can, to a certain extent, use the Sheik-edgeguard against Zelda, but as the latter's Up B (Farore's Wind) makes her go quite a bit further than Sheik, though it has slightly more lag, she is unable to rinse and repeat. Since Zelda dies easier than Sheik, however, try to punish her Up B early on with a Neutral Air or an Up Air.
  • Mr. Game & Watch is another tricky character to edgeguard because his Up B has ridiculous priority, a hitbox which stays out for ages, and is able to take him quite far. Use general edgeguarding strategies against him--in other words, wing it.
  • If Ness's PK Thunder is either hit by an attack or absorbed by someone or something--say, a turnip--he will be stuck in his initial PK Thunder animation (where he has his hands on his head) and slowly fall down to the ground. He also lags a bit afterward when he lands, so capitalize on that flaw.
  • Mewtwo's airdodge and Up B are instantaneous and have no lag at all. He is one of the hardest characters in the game to edgeguard effectively.

Vidjo-dropping and Vidjo-canceling

It had been known for years that Peach could drop a turnip while floating, maintain her float, throw a turnip as soon as a floated aerial ended, and stop floating but it was not until late 2005 that American Peach Vidjogamer discovered how this was done. For this, Australian Peach Quetzalcoatl named it the Vidjo-cancel and relayed the information to, among others, Swedish Peach Yuna, who coined the term "Vidjo-drop" and explored the use of both.

In order to understand the Vidjo-drop and the Vidjo-cancel, one must have an understanding of Interruptable As Soon As Frames. While floating, perform an aerial and then hit either Z during the IASA frames of said aerial to do a Vidjo-drop or A (direction options) for a Vidjo-cancel.

Vidjo-dropping will allow the user to do things such as Down-Airing into a Kamikaze Vidjo-drop bomb-drop or turnip-drop into another aerial; likewise, performing a Vidjo-cancel will allow the user to do things such as Neutral-Airing into a turnip throw or Down-Airing into a turnip throw. (The latter is especially useful if the vegetable in question is a grandfather/stitchface turnip). You can also Down Air while barely hitting the opponent, perform a Vidjo-drop bomb-drop and immediately airdodge to avoid the ensuing explosion (though this technique is easily countered by airdodging by people who often airdodge after a Down Air from Peach in the hopes that she mistimes the follow-up or that they can simply shield it if they are on the ground).

The Vidjo-drop and Vidjo-cancel do have their limitations, however. Because of the (nonexistent) amount of stun in Peach's attacks, a Down Air into a Vidjo-cancel or even a Vidjo-drop can be shielded as long as the person hit by the Down Air is not launched off the ground by it--which, unfortunately, requires high percentages. Vidjo-dropping will also allow characters with little stun (all of the floaty characters) to Neutral Air out of stun or just airdodge.

Character-Specific Strategies

Fox

Fox is one of Peach's oddest matchups as they are effectively counter-characters to one another, with Fox having a slight advantage. Her Down Smash, the chain grab, and edgeguarding are Peach's best friends, but Fox's shine combos and vertical kills are Fox's best friends. For Peach to win, she must take the offensive; Peach has to play very cautiously and Smash-DI his UAirs/Shines if she hopes to win.

Falco

Falco vs. Peach is a slightly advantageous matchup for the princess. Her Down Smash and grab combos can rip Falco apart. Compounded with Falco's reliance on horizontal kills rather than Fox's vertical kills effectively negates the advantages Fox had for this cousin space animal. Add to that her ability to chase Falco's recovery off the edge, and she is probably the only true counter to Falco.

Sheik

Against Sheik, Peach is at an inherent disadvantage; however, this is by no means an easy win for Sheik. Peach's crouch cancel, Dash Attack and Down Tilt counter Sheik's spaced Forward Tilt), allowing Peach to keep up with her. Sheik also has a harder time killing Peach than she does anyone else--save Samus, perhaps.

Marth

Marth matches are absolutely frightening in beginner-level play, but learning the lagtime in between Marth's sword swings evens out this match, leaving Marth with only a marginal advantage. Spot-dodging his grabs/FSmash are essential to landing blows as Marth's spacing game makes it impossible to charge headfirst. Turnip spamming may work for intermediate-level play but in Advanced play, Marth's run speed and ability for his sword to bat away projectiles forces Peach to think more intuitively about turnip usage.

Peach's Stages

Dream Land 64

Dream Land 64 is erroneously considered Peach's counterpick because she can make full use out of her recovery where other characters come up short. Against Fox, it becomes easier to survive Up Smashes and UAirs because of the high ceiling. Also, because Peach does not rely on vertical kills (usually), the high ceiling makes no difference other than clever Smash DIs from her FThrow. However, while Peach survives for a longer period of time here, so does everyone else.

Mute City

Mute City is fairly advantageous for Peach as the KO walls are further than most people expect, and the lack of a grabbable ledge makes it easy for Peach to edgeguard opponents without suffering any loss herself due to her ability to float back onto the stage.

Final Destination

Final Destination is neutral for Peach. Against Fox, he can waveshine you to hell but you can chaingrab him. Though you can make use of your recovery, Foxes can very easily recover due to the angle of the stage.

Brinstar

Brinstar is an ideal counterpick for Peach against fastfallers, the Space Animals in particular because of the rising acid, which will juggle them for extra damage and sometimes set up for Peach to combo the little rodents.

Kongo Jungle 64

This, too, is a good counterpick stage for Peach as the odd angles and uneven terrain makes it harder for Marth to tipper her, the long stage and quasi-far off horizontal walls make it harder for Sheik to KO Peach horizontally and the high ceiling makes it harder for pretty much anyone to KO vertically.

External Links and Credits

IGN, for the Break the Targets pictures
Nintendorks' Page on Peach (and the picture at the top)
Sskeeto for Home Run Contest strategies

Nintendude1189 for 10 Man Melee Strategy

Footnotes

† Information is inaccurate. Needs editing.