Princess Peach (SSBM)
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 Famicon System (Nintendo Entertainment System) in 1985, albeit not as a playable character and not even until the very last level of the game. She was not playable until the Super Mario Bros. 2 (though the 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) and has since appeared playable in primarily the Mario sports games. 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 in the Super Smash Bros. series (though she appeared as a fighter in Super Mario RPG), and like many of the new characters, she is very good for tournament play. Peach is a very unique character to play as, so if you plan on using her well, prepare to practice alot with her very character specific moves, most notably float cancels and turnips. Both make her unique and formidable, as are they necessary for high-level play.
Peach is available at the start of the game.
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.
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.
Move Set 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%
- Up Tilt: Crown Bash 6-12%
- D-Tilt: Elegant Sweep 6-12%
- Down Smash: Double-Edged Gown 6-75%
- Up Smash: Pirouette 8-25% †
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)
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+A smash (15%)
- Charge 4 up+A smashes and release when the Sandbag hits the ground (72%)
- Face backwards and hit bag with handle has it falls down (80% after)
- Bull's-eye: 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
- Bull's-eye: 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+A smash
- Do 5 fastfall bat drop down+As (26%ers)
- Neutral+A, tipper
- Bull's-eye: 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+A smash
- 6 Single jump fastfall bat drop down+As
- Neutral+A, catch the bat, tipper
- Bull's-eye: 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
- Bull's-eye: 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 it up
- Fully charged down+A
- 1 25% bat drop down+A on the left side of the Sandbag
- 2 26% bat drop down+As
- Tilt down+A
- Pull a bob-omb, turn around, smash throw it down (189% before)
- Bull's-eye: 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 and 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 down+A
- Pull a bob-omb, turn around, smash throw it down (196-198% before)
- Bull's-eye: 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)
- Tilt down a to spike the bag, close hit
- Bull's-eye: 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 a 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 tilt down+A
- Pull a bob-omb, turn around, smash throw it down (208-209% before)
- Bull's-eye: 6000+ feet (1800+ m.)
Break the Targets Strategies
Beginner
- 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
- 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 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
- 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.
- Tilt Forward-A 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 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 getting a good score.
Unfortunately there aren’t really any alternative Peach strategies that are used. 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 (stuff like up-smash), use the Zelda formation and make up your own strategy. Just make sure to KO frames 2, 5, and 10 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 parasol has amazing range, and this disjointed hitbox can easily edgehogging opponents even 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, and if you air dodge you can cancel the second jump with it. 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 try and avoid being hit.
Wall bombing
Wall bombing is more difficult than is looks. First off, one cannot be too close to the stage to initiate the Wall Bomb. Secondly, the Peach Bomber must be Smash-B'ed each time or you will simply not be able to reach the stage. Thirdly, to initiate the followup Wall Bomb, you must start it immediately after you recover from the previous Peach Bomer. Using this tactic is very risky in tournament play and should be only used as a last resort. Though it is possible to do on any stage with a thick bottom, you will usually only see this on Final Destination.
Stalling
Peach is one of the few characters that can do any sort of lengthy stalling; you can stall with the float, the Up B, her neutral B, or by using her Peach Bomber to hit the wall of the stage. With the Peach bomber (known as Wall Bombing) you can actually move up a wall or stall indefinitely; this tactic is banned at tournaments.
Float and float-cancel
In order to float on command, and at any height, (dubbed the Auto-float by SuperDoodleMan) you need to jump, and at the desired height, press down while holding Y or X (jump)(though 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. Holding up, X or Y when jumping while also allow you to float once the jump animation has ended. Doing it when doing an aerial will let you float once the aerial's animation (including lag) has ended). You do not need to hold down and if you want to float just above the ground, hold down before pressing jump and let go once you do. Floating at different heights all have their own different uses, but you'll generally find your self floating at shorthop height or just above the ground. If you are falling down and you haven't used your float, you can press down and Y or X simultaneously, but MAKE SURE it's at the same time, or else you'll waste your double jump and just float, which could be disastrous when edge guarding. Look for either the double blue circle from a double jump or the sound effect of her double jump, which is quite noticeable, and it will give you a notice so you can either wall bomb or up B.
Float Cancelling is perhaps the most important aspect of Peach's versus game as it allows her to combo from almost any aerial at low percents, and makes it almost impossible to sheild grab Peach out of her aerials. It makes all of her aerials useful at all times.
The execution is simple, but mastery of it for tournament level is not so easy. You simply float, attack while float, and land on a surface which you can stand on at any time during the attack. When you land on the ground, instead of going into your aerial landing animation, its replaced with your normal landing animation. This makes the lag of her aerials go down from 8 to 13 frames down to 4 frames, which is actually fairly significant.
The uses for the float cancel are as follows:
- Avoid shieldgrabs
- Allows better set ups for Aerial Down A and utilizes its priority
- Can be used after jumping out of your shield into an aerial attack if it missed or to attack again.
The uses for the just above the ground float cancel are as follows.
- Leads into combos more so than other heights
- Better for on-stage edge guarding
- Pretty much only good use of aerial neutral A if your opponent is on the ground.
- Mind games if you're fast enough with float cancel aerial neutral A
At full jump height, you can abuse alot the priority on Peach's aerial attacks (especially the spacing on her aerial forward A and her aerial down A's priority). Full Jump height can also be used to punish players who like to jump the gun and attack too early, or are too aggressive. Falco's who are just constantly short hop blastering, or characters busy shffl'ing can be punished with a falling Float Cancelled aerial. Just above the ground should be used against opponents who are simply sticking to the air, or for following their DI from one of your launcher attacks.
Turnips
General
Turnips are one of the most versatile projectiles in the game, and can be used in almost any situation, ranging from edge guards, to leads ins, even out of your shield, though the downside to this is that Peach has to first pull them out of the ground and they are also quite slow when thrown, in effect making them the slowest projectiles in the entire game. Turnips very rarely dont have a useful spot, you should be pulling turnips at any free moment you have when you have the space, time, and nothing useful to do (like continuing a combo or edge guarding).
Short hop turnip throws are nice for short range, grounded opponent lead ins, while full jump is useful for getting in from further away and occupying your opponent with the oncoming turnip. A shorthopped turnip is also faster than a standing turnip (in terms of startup frames). They are both useful for distractions and for combo starters. Turnips are also primarily used with Float Cancelled aerials, but note that you cannot throw turnips while floating (though you can drop them; see the Vidjocancel), so 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 always use aerials and throw a turnip afterwards to hit them, it isn't as useful since you are basically throwing away your ability to lead in with an attack which cannot really be punished. But sometimes you want that extra damage and its easier to lead in with an aerial, and a prime example would be Mario, whose cape effectively shuts down nearly all turnips, but poor range and decent priority loses to Peach's aerials.
Edge guarding
Turnips are also extremely useful in edge guarding. Sometimes throwing turnips outwards while characters are far away but recovering works wonders, but generally your best bet is to wait until they come to the stage, and jump out a little bit and throw the turnip down (though many character. For alot of characters its ruins their recovery, but make sure it hits them away from the stage. Hitting towards the stage can make them rebound downwards, but often times your opponent will tech wall jump and recover normally. Also, a lot of characters with amazing vertical recovery like Marth can easily Up + B). While it generally works, watch out because some people have gotten fairly good at simply catching the turnips in mid-air, and against Samus, they can catch turnips and bomb off of them to recovery even more! And as already stated before, other characters are simply really good at just reflecting them back, such as Doctor Mario and Mario.
Turnips out of shield
Turnips also have some great uses from your shield, 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'll simply throw your turnip, which is generally only useful when someone has you trapped in your shield and you can't seem to get out and rid yourself of your turnip and simply attack, or if they are outside of grab-range. But an interesting tactic is that when you shield, jumping, and press Z (or simply holding jump) without any direction will itemdrop it (a 1-frame action). Depending on when you hit Z, it will drop right in front of you (if you hit Z immediately or just hold R) or right behind you (if you delay it a bit). The beauty of this is that the drop basically has no animation, and the stun from the hit allows you to follow up with a float cancelled down air into basically any attack or grab. Its a nice variation from simply a shield grab, and can result in some nice damage building.
Also, though this, just like itemdropping, can be used by any character with any item, you can throw your turnip while rolling. Using this, you can actually throw a turnip (or whatever other item you're holding) in the opposite direction as the one you're facing. To do this, initiate the roll and either immediately hit A (or smash forward + A for a smash throw) or delay it just slightly to roll slightly (just slightly) before throwing the item.
Hitting any jump button followed by Up + B (or the C-stick) will make Peach throw the turnip upwards-
Also, smashing forward and hitting A will make you throw the item with your dashthrow animation, which has much more lag.
Turnip throw cancel
This is a nice little trick with some limited use but its fairly cool anyway. The idea is that you throw your arm backwards to begin your turnip throw animation, but it never leaves your hands. There are probably ways to do this in other situations, but there is only one known, sure fire, 100% way to do this, and its fairly easy. Once you grab a turnip, short hop with Peach, and 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'll land on the ground, begin her throw animation, but keep the turnip in hand. Once again, its mostly for show, but there are times where you can mindgame someone.
Reverse turnip throw edge hog
This tatic is along the same lines as how some characters have different ways to mind game into an edge hog, such as Yoshi walking off and double jumping to grab the ledge immediately or Sheik reverse needlecancelling a ledgegrab. The advantage is that you can grab the ledge quickly and gain the ledge grab invincibility, so you don't get knocked off by the up B's hit box, and can easily get back on the stage to attack them in the chance that they do make it back. Execution is simple but the timing to get it right is difficult. With a turnip in hand, dash off the stage. The second you begin to fall, double jump and throw a turnip towards the stage, and if timed right, you should grab the ledge fairly quickly. The hard part comes in timing the double jump, because if you throw your turnip too early, you wont grab the ledge, but do it too late and you wont grab the ledge quick enough for it to be useful. If your turnip barely clears over the ledge you should be in the right area for timing.
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 (pulling a turnip) since it does not work in the air). This is especially useful with Up + B (Parasol Attack) if you're recovering with your back turned to the stage and with Neutral + B (Toad) when you WANT to recover with your back to the stage (perhaps for a Back-Air). In order to do a reverse Toad, simply press in the opposite direction as you're facing, let go and immediately hit B. You will turn and Toad in the opposite direction as the one you were facing.
Advanced techniques
- Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Upthrowing them at between 40% and 80% and then re-grabbing them. Beyond 80-something%, they can DI, wiggle and Shine out of it. Peach can also chainthrow non-fastfallers (unless they have 125-something%) by Downthrowing them if they are DI-ing upwards and then turning around and re-grabbing them.
- Downthrow into - If people DI upwards (expecting a Forwardthrow) when Downthrown, Peach can either turn around and re-grab them, F-tilt them, dashattack them (she can do this anyway if they don't DI at all neither before, during or after the throw), neutral air them or upsmash them. Characters with little stun can DI, wiggle and neutral air out of this though and the best you'll be able to do is to trade hits with them (do not downthrow Luigi at all unless you're prepared to make a run for it to dodge the Neutral-air).
- If you dashattack a fastfaller at 40-60-ish%, you can follow their DI (if there is any) with a grab, which can be turned into a chaingrab!
- When someone is grabbed, you can make them receive the full damage from an entire downsmash by spacing it so that every single hit of the downsmash hits them but not the person grabbing them.
- Peach's double-jump allows her to Double-jump Cancel, which makes her sacrifice her 2nd jump but immediately move towards the ground by first jumping (or at least being in the air), starting an aerial and immediately jumping again. It also allows her to:
- Double Jump Land - Because Peach's double jump makes her first move slightly downwards before going upwards, she can DJC and DJL. To DJL, hit jump and then, during the 4 or 5 startup frames (depending on if it was a shorthop or a full jump you just performed) hit jump again. You'll do a little jerk as if jumping, hear the soundeffect for your double jump and then immediately go into your landing animation. By doing it repeatedly, you'll see Peach do a series of rapid funny jerks and be able to mindgame your opponent.
- When people are recovering from slightly away from and a bit below the edge, you can, while hanging on it, hit back to drop from the ledge and then perform a falling Back-air. Once it's over, immediately 2nd jump into an Up + B to grab the ledge again. Anyone hit by the bair will be unable to recover unless it's Samus, Jigglypuff or Link and Young Link on a stage with a low surface to Hookshot into.
Yuna's guide to edgeguarding
- Against the Space Animals, try to predict how they are going to recover. For example, if you think they'll try to Forward + B (Fox Illusion/Falco Fantasm) 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 + Bs (Firefox/Firebird) with all of your aerials, though some of them require great timing.
- Against Sheik, it's very useful, and evil, to edgehog her to force her to Up + B (Vanish) back onto the stage, time your getting up animation (normal getting up by pressing forward) so that if she tries to sweetspot the edge, she'll still be edgehogged by the extra lag of an edgehog, running up to her and dashcancelling if necessary and downsmashing her. Because of the send-off angle of the downsmash, if it hits someone with its front, it'll send them 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 crouchcancelling the first part of the downsmash, thus suffering greater damage and, sometimes, knockback. Though this is highly effective on Sheik because of the nature of her recovery, it's also effective against people like Ganondorf, Captain Falcon, Fox, Falco (against their Forward + B's) or anyone else who has a laggy recovery move.
- Against Marth, Roy and a lot of other characters, hitting them with one or two turnips while they're 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's 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 groundfloat slightly off the ledge and Down-air their recoveries into, for instance, a nair (or against Captain Falcon, she can just Down-air, land, float out again and repeat to build up extra damage), and then 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 has ridiculous priority and takes them quite far. Try to turnip them when they're 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's 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 as 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 upthrowing 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 Upsmash 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 backairs (though it's trick) when he's either DI:ing towards the stage or Spin attacking and by trying to nail him with turnips when he's DI:towards the stage to either Up + B (Spin Attack) or Hookshot the stage. Same 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 Downsmash 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're really far away from the ledge. If they land on the stage after a Up + B, they'll suffer major lag unless they cancel it by ending the Up + B just slightly above the ground. Use this to attack them. Otherwise, the only good tactic is to intercept their Up + B's with an upsmash.
- Peach is one of the worst characters to edgeguard Yoshi with because none of her aerials go through his 2nd Jump's stun-invincibility. The best she can do is try to turnip him and to intercept his 2nd jump.
- Peach can, to a certain extent, use the Sheik-edgeguard against Zelda, but as her Up + B (Faroe's Wind) makes her go quite a bit further than Sheik (though it has slightly more lag), she can't rinse and repeat. But since Zelda dies easier than Sheik, 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 takes him quite far. Use general edgeguarding strategies against him (in other words, wing it).
- If Ness' PK Thunder is either hit by an attack or absorbed by someone or something (like a turnip), he'll be stuck in his initial PK Thunder animation (when he's got his hands on his head) and slowly fall down to his down. He also lags a bit afterwards if he lands, so capitalize on that
- Mewtwo's airdodge and Up + B are instantaneous and have no lag at all. He's one of the hardest in the game to edgeguard.
Vidjo-dropping and Vidjo-cancelling
It had been known for years that Peach can drop a turnip while floating and maintain her float and also throw a turnip as soon as a floated aerial ended and stop floating but it wasn't 'til 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 name the Vidjo-drop as well and explored the use of both.
In order to understand the Vidjo-drop and the Vidjo-cancel, one needs to know have understanding of Interruptable As Soon As Frames. While floating, do an aerial and then hit either Z during the IASA frames of that aerial to do a Vidjo-drop or A (direction options) for a Vidjo-cancel.
Vidjo-dropping will allow to do this such as down-airing into a Kamikaze Vidjo-drop bomb-drop or turnip-drop into another aerial) while performing a Vidjo-cancel will allow you to do things such as neutral-air into turnip-throw or down-air into turnip throw (especially useful if they are grandfather turnips). You can also down-air while barely hitting them, perform a Vidjo-drop bomb-drop and immediately airdodge to avoid the ensuing explosion (though this technique is easily countered by air-dodging by people who often airdodge after a down-air from Peach in the hopes that she mistimes the follow-up or they can simply shield it if they're on the ground).
The Vidjo-drop and Vidjo-cancel do have their limitations. Because of the (nonexistent) amount of stun in Peach's attacks, down-air into a Vidjo-cancel or even a Vidjo-drop can be shielded as long as the person who's hit by the down-air isn't 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 air-dodge.
Character Specific Strategies
Fox
Fox is one of Peach's oddest matchups as they are effectively counter-characters to each other, with Fox having a slight advantage. Down smash, 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 uair/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's 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 (which counters Sheik's spaced forward tilt) allows her to keep up with Sheik. Sheik also has the hardest time killing Peach as she does anyone-except maybe Samus.
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 head first. 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 with 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 upsmashes and uairs because of the high ceiling. Also, because Peach doesn't 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 father 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.
Fighters in Super Smash Bros. Melee | |
---|---|
Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |