Villi, loved your post too ^^
But Zelda's D-tilt takes her out from a SH float and float
Your d-tilt outspeeds every Peach aerial she does at ground or second jump float except for Nair
Actually D-tilt outspeeds every single Peach move except fro Nair according to Niko_K frame data and RyokoYaksa Frame data
D-tilt = 5 frames
Nair = 3 frames
Since I've done so much trolling lately I've decided to do something good for the boards for once. I have compiled frame data for most of peach's moveset.This frame data tells you exactly which frame the hitbox becomes present after inputting the move. I will do attack lag and landing lag for non auto cancelled moves later.
I used virtualdub to watch each attack hit a player frame by frame. There ARE some missing moves, so if anyone could get the data for those moves it would be appreciated. I was super shocked with the results. Credit out to 3GOD and hotgarbage for additional data.
Jabs
1st Jab:
First hits on: 2nd frame
Cooldown: 17
2nd Jab:
First hits on: 12th frame
Cooldown: 20
Dash Attack
1st hitbox of Dash Attack - 6th frame
2nd hitbox of Dash Attack - 24th frame
Aerials
Credit to 3GOD for this data. Landing lag represents the amount of lag the aerial has when landed without auto-cancelling.
Nair:
First hits on frame 3
Landing lag: 11
Hit lag: 9 (first hit)
Shield stun: 12 (first hit)
Advantage: -8
Dair:
First hits on frame 12
Landing lag: 9
Hit lag: 6 (last hit)
Shield stun: 7 (last hit)
Advantage: -8
Fair:
First hits on frame 16
Landing lag: 22 (auto-cancels on frame 20 and after)
Hit lag: 9
Shield stun: 13
Advantage: -18 (if auto-canceled, advantage is 0)
Bair:
First hits on frame 6
Landing lag: 9
Hit lag: 10 (first hit)
Shield stun: 15 (first hit)
Advantage: -4
Uair:
First hits on frame 8
Landing lag: 9
Hit lag: 9
Shield stun: 11
Advantage: -7
Tilts
F-Tilt:
First hit on: 6th frame(Point Blank), 7th frame ranged.
Cooldown: 20 (if you're attacking someone on the ground it's 30 for all practical purposes because the hitbox lingers above your head, thus making you vulnerable to any incoming ground attack)
D-Tilt:
First hit on: 14th frame
Cooldown: 15 (What about IASA?)
U-Tilt = 10th frame
Smashes
F-Smash(Pan) = 18th frame
F-Smash(Racket) = 14th frame
F-Smash(Club) = 14th frame from behind, 18th frame from infront
D-Smash = 6th frame
U-Smash:
First hit on: 14th frame
Est Cooldown: 16
Specials
Forward-B = 20th frame
Up-B = 6th frame (I need the other 4 hitboxes data)
Down-B = Turnip pulling animation ends on frame 32
Other
Grab = 8th frame
Turnip Throw = 12th frame
Aerial Turnip Throw = 8th frame
Dodges/Rolls
Credit again to 3GOD.
Spot Dodge lasts 25 Frames
Invincible Frames 2 – 20
Roll Backward lasts 31 Frames
Invincible Frames 5 – 20
Roll Forward lasts 31 Frames
Invincible Frames 4 – 19
Air Dodge lasts 49 Frames
Invincible Frames 4 – 19
The frame data of Zelda's attacks don't vary considerably with her Melee frame data.
By experience, Dsmash, Usmash, Dtilt, Bair, Dash attack, and Nair all generate the fastest possible hitboxes. Dtilt DOES come out fast, and should not be mistaken for otherwise.
Nayru's doesn't hit until well after frame 10 of execution. You are completely invulnerable starting on frame 4(?), lasting until the frame before the attack portion comes out. The invulnerability and the attack don't overlap, as you've probably noticed when hit out of Nayru's while your target only takes 1 damage. While the invulnerability comes out fairly fast, the attack itself does not.
I did some quick tests on my capture device to see the first frame in which an attack will hit.
Dsmash: 4
Usmash: 6
Dtilt: 5
Fair: 8
Bair: 5
Jab: ...11
Ftilt: 12
Dash attack: 6
Fsmash: 16
Standing grab: 12
Dash grab: 11
Utilt: 10
Nair: 6
Uair: 14
Dair: 14
Nayru's: 13
To at least be able to count the first frame at which an attack hits, record video at 60 fps at 1.0x speed, then count the frames. Don't use slower speeds in Training or whatever... the game still animates at 60fps even in slow motion which will lead to inaccuracy.
In short, a lot of you are way off.
Your jab outranges her Bair
I think Dair = Peach Uair
However starts first i think o.o
You can kill Peach from 0% with your Dair unlike other characters, especially if she already used her jumps, and IME i find Peach to be from easy to normal difficulty for spiking with Zelda :/
Peach will let Zelda live long even when edgeguarding with Good DI
Zelda on the contrary will kill Peach early
A undecayed (impossible lol j/k) Royal Crown close to the sides, will kill Zelda wiht good DI 70-80%
Zelda's decayed U-smash keeps killing from 140%-???
U-tilt starts killing at 80% ( i never use it :/ )
Lightning Kicks start killing at 60% ON STAGE
Uair starts killing from 50-????
Don't use Nayru's Love as a reflector here, it's easy to punish a glide tossed turnip from Peach UNLESS she glides backwards, use it only as an GET OFF ME BETCH xD
Your F-smash kills Peach's Peach Bomber
U-smash somewhat limits (note that i'm saying somewhat) Peach's float game, and your ground game is better even with ground level aerials thanks to d-tilt since it outspeeds Peach's Fair (maybe outranges at ground level too MAYBE) Bair, Dair
You can rack up damage by Dairing Peach out of her float, even at ground level ^^
Peach cannot juggle very well zelda due to her inability to reach bigger heights without her parasol, so just airdodge, FW or Dair your way down, BUT WATCH OUT FOR U-tilt, it has a very big hitbox :o
I also know this match-up well (not so well, but i have experience ^^ ) i have played a handful of good peaches :D Yay :3