Post by Dettadeus on Sept 2, 2011 19:40:02 GMT -5
So as I mentioned earlier, I recently picked up Peach and am now making every attempt to make her an insanely good character as she is now. As such, here's where I'll be posting all the things I find useful.
FALCON GAVE THE FRAME DATA AND STUFF IN THIS POST. CHECK IT OUT BECAUSE IT'S HELPFUL.
•General Move Stuff (WIP):
-The second hit of her jab, her D-Tilt and her F-Tilt have great priority and can cancel out a lot of attacks.
-F-Smash reflects projectiles (god this is so lulzy with the Turnip Smash).
-D-Throw combos into U-Air at low percentages; this is inescapable as far as I can tell.
-D-Tilt seems like it can spike if it hits a certain way. I've seen an opponent be smashed into the ground by it a number of times.
-S-Special can cancel out a large number of non-physical projectiles (PK Fire and Ki-Blasts being good examples).
•Cool Techs (sort of advanced techniques) (WIP):
-Super Horizontal Recovery: Double-Jump float, then at the very end perform an S-Special in the same direction you're moving. You'll lose very little height while moving a long distance forward. Now use U-Special and you're pretty much set to recover from anything.
-D-Smashguard: If you're on the edge of the stage and your opponent is hanging on the ledge, your D-Smash is a great way to screw their recovery attempts over. It lasts longer than roll-dodges and seems to spread out pretty far past her. This is also good for baiting air dodges since it lasts longer than an air dodge.
-Juggling Peaches: Simply juggle your opponent with your U-Air until they're at a good damage. When they're around 100-120%, use an U-Special and make sure every hit connects. This should kill most characters.
-Retreating S-Special: While moving in one direction in the air, quickly begin moving in the other direction then S-Special in the first direction you were facing. You will float backwards for a bit then fly forwards to hit the opponent.
•Turnip Techs (WIP):
-Turnip Guarding: Simple. Edgeguard your opponent with turnips. All you have to do is hit your opponent off-stage and throw turnips at them until they die. It's impossible to cancel out the Turnips as far as I've tested.
-Turnip Smash: While holding a turnip, use your F-Smash and you will both throw the turnip and begin charging your F-Smash. This is good for reflecting projectiles while also providing your own counter-attack. If you Turnip Smash with your U-Smash, she will throw the turnip upwards. If you Turnip Smash with your D-Smash, she will NOT throw the turnip and will keep it in her hand.
-Turnip Tilt: Perform a tilt while holding a Turnip. This works with U- and D-Tilts. You simply have to time the button presses properly.
-Tilting Turnip: Input a F-tilt while holding a turnip then immediately input it again. This will have the same effect as the forward Turnip Smash; you will throw the turnip and perform the tilt.
-Turning Turnip: With a turnip in your hand, run in the opposite direction of your opponent and then quickly turn around, throw the turnip, and turn around again. The process of turning around, throwing the turnip and running in the other direction again should only take a few frames. If the turnip connects, quickly pull out another turnip and repeat. This makes Peach extremely difficult to approach, especially considering her Turnip Smash allows her to reflect projectiles even though she's holding a turnip.
-A Dash of Turnip: You can perform your dash attack with a turnip. It's as simple as having a turnip in your hand and using your dash attack.
-Turnip Grab: Grab while holding a turnip. This can only be done with a shield-grab.
-Wrinkly Turnip: This rare and elusive turnip will occasionally be plucked from the ground with Peach's D-Special. This turnip does massive damage (around 30%) and knockback, and you definitely want to save it for the right moment. Which is why all the above techniques that allow you to attack while keeping hold of your turnip are so amazingly useful.
•Turnips:
- 'v' Turnip: Does 9 damage, average knockback.
- ):| Turnip: 9 damage, average knockback.
- -_- Turnip: 9 damage, average knockback.
- O.O Turnip: 7 damage, low knockback.
- <:o Turnip: 9 damage, average knockback.
- :D Turnip: 11 damage, above-average knockback.
- Wrinkly Turnip (can't make a good emote for this): 30%, massive knockback.
•Combos (WIP):
-D-Throw > U-Air. This is absolutely inescapable at low percentages (Basically below 60%).
-D-Air > Grab > D-Throw > U-Air. If you hit with the D-Air and land mid-attack, you can grab your opponent before they escape the hitstun. Then just perform the first combo listed. It's still inescapable.
-D-Air > D-Tilt. Same principle as the above, the hitstun from the landing-cancelled D-Air allows you to pull off a D-Tilt.
-D-Air > U-Tilt. Again, hitstun from D-Air allows U-Tilt to hit.
-Turnip thrown downwards > D-Air/N-Air. The turnip will fall at about the same rate that you do, so your aerial attack will hit at about the same time as the turnip.
Will work on adding more to troll you all with.
FALCON GAVE THE FRAME DATA AND STUFF IN THIS POST. CHECK IT OUT BECAUSE IT'S HELPFUL.
•General Move Stuff (WIP):
-The second hit of her jab, her D-Tilt and her F-Tilt have great priority and can cancel out a lot of attacks.
-F-Smash reflects projectiles (god this is so lulzy with the Turnip Smash).
-D-Throw combos into U-Air at low percentages; this is inescapable as far as I can tell.
-D-Tilt seems like it can spike if it hits a certain way. I've seen an opponent be smashed into the ground by it a number of times.
-S-Special can cancel out a large number of non-physical projectiles (PK Fire and Ki-Blasts being good examples).
•Cool Techs (sort of advanced techniques) (WIP):
-Super Horizontal Recovery: Double-Jump float, then at the very end perform an S-Special in the same direction you're moving. You'll lose very little height while moving a long distance forward. Now use U-Special and you're pretty much set to recover from anything.
-D-Smashguard: If you're on the edge of the stage and your opponent is hanging on the ledge, your D-Smash is a great way to screw their recovery attempts over. It lasts longer than roll-dodges and seems to spread out pretty far past her. This is also good for baiting air dodges since it lasts longer than an air dodge.
-Juggling Peaches: Simply juggle your opponent with your U-Air until they're at a good damage. When they're around 100-120%, use an U-Special and make sure every hit connects. This should kill most characters.
-Retreating S-Special: While moving in one direction in the air, quickly begin moving in the other direction then S-Special in the first direction you were facing. You will float backwards for a bit then fly forwards to hit the opponent.
•Turnip Techs (WIP):
-Turnip Guarding: Simple. Edgeguard your opponent with turnips. All you have to do is hit your opponent off-stage and throw turnips at them until they die. It's impossible to cancel out the Turnips as far as I've tested.
-Turnip Smash: While holding a turnip, use your F-Smash and you will both throw the turnip and begin charging your F-Smash. This is good for reflecting projectiles while also providing your own counter-attack. If you Turnip Smash with your U-Smash, she will throw the turnip upwards. If you Turnip Smash with your D-Smash, she will NOT throw the turnip and will keep it in her hand.
-Turnip Tilt: Perform a tilt while holding a Turnip. This works with U- and D-Tilts. You simply have to time the button presses properly.
-Tilting Turnip: Input a F-tilt while holding a turnip then immediately input it again. This will have the same effect as the forward Turnip Smash; you will throw the turnip and perform the tilt.
-Turning Turnip: With a turnip in your hand, run in the opposite direction of your opponent and then quickly turn around, throw the turnip, and turn around again. The process of turning around, throwing the turnip and running in the other direction again should only take a few frames. If the turnip connects, quickly pull out another turnip and repeat. This makes Peach extremely difficult to approach, especially considering her Turnip Smash allows her to reflect projectiles even though she's holding a turnip.
-A Dash of Turnip: You can perform your dash attack with a turnip. It's as simple as having a turnip in your hand and using your dash attack.
-Turnip Grab: Grab while holding a turnip. This can only be done with a shield-grab.
-Wrinkly Turnip: This rare and elusive turnip will occasionally be plucked from the ground with Peach's D-Special. This turnip does massive damage (around 30%) and knockback, and you definitely want to save it for the right moment. Which is why all the above techniques that allow you to attack while keeping hold of your turnip are so amazingly useful.
•Turnips:
- 'v' Turnip: Does 9 damage, average knockback.
- ):| Turnip: 9 damage, average knockback.
- -_- Turnip: 9 damage, average knockback.
- O.O Turnip: 7 damage, low knockback.
- <:o Turnip: 9 damage, average knockback.
- :D Turnip: 11 damage, above-average knockback.
- Wrinkly Turnip (can't make a good emote for this): 30%, massive knockback.
•Combos (WIP):
-D-Throw > U-Air. This is absolutely inescapable at low percentages (Basically below 60%).
-D-Air > Grab > D-Throw > U-Air. If you hit with the D-Air and land mid-attack, you can grab your opponent before they escape the hitstun. Then just perform the first combo listed. It's still inescapable.
-D-Air > D-Tilt. Same principle as the above, the hitstun from the landing-cancelled D-Air allows you to pull off a D-Tilt.
-D-Air > U-Tilt. Again, hitstun from D-Air allows U-Tilt to hit.
-Turnip thrown downwards > D-Air/N-Air. The turnip will fall at about the same rate that you do, so your aerial attack will hit at about the same time as the turnip.
Will work on adding more to troll you all with.