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【SSB4】[v1.1.2] Peach Neutral Game Guide

【SSB4】[v1.1.2] Peach Neutral Game Guide

Game Versions
Smash 3DS, Smash Wii U
Introduction
Peach has unmasked herself in SSB4 to be ridiculously complex and wield weapons that no one else has. From Float Cancel moves to pulling a Bob-omb, she really is quirky. Her combo game is like no other and her defensive play is great. One thing, however, people overlook is her Neutral game. I got that covered. There are three components to Peach's Neutral Game, which are Zoning, Shield Pressure, and Turnips. All three are vital and makes for an interesting fight!

This is an advanced guide. For context or explanation on unsure concepts or topics, find some beginner guides for Peach!
Beginner Links :linkmelee:
Before we begin, here are a couple of notes:
  • [NEW] is updated content! They will be flushed out by the following update.
  • [NEW] This guide is experimental and is held up by current research and general meta. Peach players are our scientists! Invent the Peach meta!
  • Focus text will be written in pink.
  • FC will always mean Float Cancel (advanced technique).
  • :4peach: will be put by essential material.
A skilled Peach can beat any Shiek.
TABLE OF CONTENTS
Introduction
1. Pressure
1.1. Shield Pressure Moves
1.1a. Dair
1.1b. Nair

1.2. Turnip Pressure
1.2a. Regular Turnips
1.2b. Strong Pulls
1.2c. Stitch Face
1.2d. Bob-omb
1.2e. Mr. Saturn


2. Zoning
2.1. Zoning Moves
2.1a. Dair
2.1b. Nair
2.1c. Bair

2.2. Zoning with Turnips
2.2a. Zoning Opponents
2.2b. Gapclosing Opponents


3. Matchups
3.1. ZSS
3.2. Luigi

4. Media and Art

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1. Pressure
1.1. Shield Pressure Moves

Dair:4peach:[1.1a]
Peach's Float Down Air is often regarded as one of the best moves in the game. A long lasting, threatening, and consistent tool for Shield Pressuring. It comes out at frame 12 and can last almost a second because of Shield Hitstun. Shielding enemies are Peach's favorite, as Dair is a strong Shield Breaker. If your opponent comes out of their shield they can potentially get followed up from the Dair into a Fair***, Nair or anything from Peach's arsenal*. This is a considerably difficult technique though, so I would suggest training on whipping out your Float and Dair as fast as possible because a second of floating waiting to Dair can be Upsmashed fast. Also make sure to finish your Dair animation behind them or when your float ends and you land you'll be grabbed!​


LloD's Dair pressure controlled Boss and when he thought he was safe lloD punished with a Bair


Meta Knight doesn't shield and gets punished with a Fair


Nair:4peach: [1.1b]
FCNair is great. It is good option after your Float Dair float ends, so +1 on the pressure. FCNair is ridiculously fast and the most consistent shield pressure in the game. Since it can be float cancelled this move can be used over and over until your opponent finally budges and decides to roll or unshield. Remember to keep constant pressure on your opponent with the FCNairs, or it will be back to Peach's difficult approach game. In the example**** Crow forces a roll and gets a Nair off.​


A scared Meta Knight rolls to get away from FCNair pressure

1.2. Turnip Pressure
Regular Turnips
[1.2a]
Regular turnips- happy, wink, dot eyes, O eyes- should be held in hand to create an insecurity for your opponent. Peach can FC moves with her turnip in her hand without throwing it. With this, you can pressure their shields with FC moves while they keep a shield up in case you throw the turnip. While they feel uneasy you should apply as much pressure as possible, and when you feel is appropriate use the turnip for a gap closer or as a setup. Remember to use your turnips unexpectedly and not have them useless because they shield it.​
A good way to catch them off is to run away and do a turnaround JC Throw (X+Z). They will tend to try to approach while your back is on them, so you can punish that accordingly. If you do manage to hit the turnip, you can regrab it and go back to pressuring them. Managing to regrab the turnip is very rewarding and you should always try to. Remember to use Z or use a move if you can do so offensively.​
Stitch, Bomb, Saturn [1.2b]
Similar to above, FC moves with these are most efficient. They will be LOCKED in their shield, being hit by one of these is game changing and deadly. FC attack until they have to come out of their shield. You are essentially cornering them between a broken shield and being hit by the projectile. These RNG factors can be game changing.​
Stitch [1.2c]
If you happen to draw a Stitch, try at throwing it at them and regrabbing it if it hits. The value is doubled, the quality of a bomb-omb x1.5. It is also a great Shield Breaker, so if you already diminished their shield with FCNairs this comes in handy to break the shield.​
Bomb [1.2d]
Against most characters it can kill from 30-40%. Use FC attacks to scare them and bulls eye the Bomb. You can surprise them by dropping the bomb while they are trying to combo you, or just pressing Z to slow drop the bomb. Remember always question yourself if you think its the right time to throw!​
Saturn :4peach: [1.2e]
This is conventionally the best thing you can pull because it is the shield counter. Because you're holding a Saturn, abuse the fact that they will not shield from an FCNairs. You can also throw the saturn at them when they are out of shield and regrab it. Remember you don't need to use Saturn for what it's made for, instead you can punish them not being in shield and use Saturn for setups and combos.​

S Nair Grabs for safety, then Mario shields on habit




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2. Zoning
2.1. Zoning Moves
Dair [2.1a]
Dair is much more of a pressuring tool than a zoning tool, so it doesn't really have many zoning applications, other than for reads that can keep an active hitbox out for about two seconds of kicking, which can translate to 120 frames so its not a bad reading tool!​
Nair:4peach:[2.1b]
Nair defines Peach's zoning because of its instant and powerful hitbox. FCNairing in the open poses a threat because it is an active hitbox that will hit someone that comes in contact. Similar to how in Melee people Nair to stop grabs. The point is is to make your opponent think twice of jumping right into you, making them mind their distance from you and stay away. If you are cornered you can repeatedly FCNair to make some space between your opponent. An example can be seen in the GFY*.​

Here we see Crow using Nair and Bair to ward off opponent

Bair:4peach: [2.1c]
Bair's usage is relatively difficult and smart usage yields the best outcome. This is used to punish chasing opponents who miss their grab or dash attack. Run away and when they miss, FCBair. You can also use this to shield off an opponent, like the Bair used in the GIFY** above. You can also use Turnaround Ftilt the same way as Bair to convert into a combo.​

Crow catches a running Meta Knight with an FCBair

2.2. Zoning with Turnips
Zoning Opponents
(Link, Samus, RosaLuma, Olimar, ZSS) [2.2a]
If your opponent decides to projectile you down, turnips are your friend for that. Use it to inch towards them while they shield off the turnip or get hit by it. If you jackpot a Bomb or a Saturn, abuse the zone and jump right in because the only thing going through their mind is to not get hit by the deadly projectile. You can learn more about Turnip pull pressure later in section 2b.
Gapclosing Opponents (Shiek, Fox, Ness) [2.2b]
Rushdown opponents such as Shiek or Fox will keep trying to pummel you down with quick moves and good grabs. If you INSTINCTIVELY feel they are going to take you down, dispose your turnip. Keeping your distance from them is vital because up close Peach can't do much. If you get grabbed, throw your turnip before they can aerial followup you.​


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3. Matchups
ZSS [3.1]
Zero Suit Samus can abuse Peach's clunky horizontal movement so when you pull and how you throw your turnips is important. Only pull a turrnip when your far away from grab range. Once you get closer, do not run away at all costs. Instead, dodge/shield incoming attacks and continue inching towards ZSS. Peach is most vulnerable in the air, so Dair pressure is risky. Once you get into ZSS's breathing space, pressure her as much as possible. She will most likely try to run away, so try to read the evasive rolls or movement. Losing this pressure would take you back to square one and that's where many people mess up and lose the MU. Slayer puts up a great example of what to do below.​


Slayer in Game One digs right into ZSS's comfort zone and doesn't allow her to breathe with Side B's and sticking to the ground


Luigi [3.2]
Luigi can stabilize you easily with SH Fireballs. He can deal with Dair Float pressure by his distorted Upsmash and quick air attacks so be smart with your oppurtunities to pressure him down. His fast air attacks also help deal with Peach's floating and punish her slow air movement. Peach can deal with Luigi on the defensive, so tend to grab a lot and apply consistent FCNair pressure. Since Luigi likes to grab you, tend to run away when he is chasing you and hit him with a FCBair or turnaround SideB. Remember to watchout for his Nair when your going for a followup!​


Here lloD uses Dair pressure to put Boss's aggressive Luigi on the defensive


4. Media and Art
GFY
* Exclusive Nairs and Bairs to assert zone and spacing
** Runaway FCBair
*** Dair pressure
http://gfycat.com/InfantileFreshErin Meta Knight doesn't shield and pays the price
**** Nair pressure
Saturn Pressure

BANNER
http://i100.photobucket.com/albums/m3/Gouki_02/33333321243532523/PrincessPeachBanner.png


VODS

8/21/15 7:57 PM Central Time: "Design tweaks and small features"
9/09/15 8:21 PM Central Time: "Remapped guide, pressure first then zoning, word choice"
9/20/15 3:19 PM Central Time: "Colors"
11/24/15 12:49 PM Central Time: "Wording"
12/30/15 12:39 PM Central Time: Pikachu and Mario are too good for Peach
1/8/19 8:03 PM Central Time: Scuffed
Author
Hybrider
Views
1,901
First release
Last update
Rating
5.00 star(s) 15 ratings

Latest reviews

Thorough but not bloated with unnecessary information. Great guide, very well written and wonderfully (seriously wonderfully) presented!
( ͡° ͜ʖ ͡°) Nice
This is a wonderfully detailed guide! I would definitely recommend this to new players or even commentators to get a general idea of Peach's gameplan. I feel like I learned something about Peach after reading.
Fantastic read for anyone who plays or wants to play Peach.
Good guide, I recently pocketed Peach and found myself doing those FC attacks but couldn't put my finger on how to use 'em. I like characters with strange zoning tools, I main DDD and second MegaMan . Peach's potential struck me as soon as I tried her and am considering using as a secondary if my Mega holds me back as much as I love him. This guide is great and will definitely come back for future updates.
Fairly detailed! Nice job.
This guide was very informative! I really needed something like this. Keep up the good work. ;)
Very thorough, well done! the Gfycat examples were really a nice touch, and also having those beginner guides beforehand made this easier to understand. 5 stars from me!
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