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SSBM/Peach/Matchups

From SuperCombo Wiki
< SSBM‎ | Peach

Summaries

  • Character Strategy pages generally have at least some basic counterplay.

Bowser

SSBM-Bowser FaceSmall.png Bowser
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Captain Falcon

SSBM-Falcon FaceSmall.png Captain Falcon
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Donkey Kong

SSBM-DK FaceSmall.png Donkey Kong
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Dr. Mario

SSBM-DrMario FaceSmall.png Dr. Mario
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Falco

SSBM-Falco FaceSmall.png Falco
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Fox

SSBM-Fox FaceSmall.png Fox
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Ganondorf

SSBM-Ganondorf FaceSmall.png Ganondorf
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Ice Climbers

SSBM-IceClimbers FaceSmall.png Ice Climbers
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Jigglypuff

SSBM-Jigglypuff FaceSmall.png Jigglypuff
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Kirby

SSBM-Kirby FaceSmall.png Kirby
(Unknown)
 
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Neutral


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Link

SSBM-Link FaceSmall.png Link
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Luigi

SSBM-Luigi FaceSmall.png Luigi
(Unknown)
 
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Neutral


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Mario

SSBM-Mario FaceSmall.png Mario
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Marth

SSBM-Marth FaceSmall.png Marth
(Unknown)
 
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Neutral


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Mewtwo

SSBM-Mewtwo FaceSmall.png Mewtwo
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Mr. Game and Watch

SSBM-MrGameAndWatch FaceSmall.png Mr. Game and Watch
(Unknown)
 
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Neutral


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Ness

SSBM-Ness FaceSmall.png Ness
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Peach

SSBM-Peach FaceSmall.png Peach
(Unknown)
 
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Neutral


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Pichu

SSBM-Pichu FaceSmall.png Pichu
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Pikachu

SSBM-Pikachu FaceSmall.png Pikachu
(Unknown)
 
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Neutral


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Roy

SSBM-Roy FaceSmall.png Roy
(Unknown)
 
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Neutral


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Samus

SSBM-Samus FaceSmall.png Samus
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
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Neutral


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Sheik

SSBM-Sheik FaceSmall.png Sheik
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


vs sheik mu notes:

it's really important to understand peach as a stance character in this mu. the basics are that when she's in the air, she has her aerial option set, which is good vs certain sets of sheik's tools, and bad vs others, and when she's on the ground same vibe but with her grounded option set

3 polarizing sheik tools which define the mu imo: - sh (-> aerial, needle, what ever) - BOOST GRAB - crouch (-> dtilt, ftilt, cc grab, whatever)

sheik's short hop absolutely rolls and obliterates peach's aerial option set if you engage with it from a mid range spacing. the two ways to use peach's aerial option set to interact with sheik short hop are - float outside sh fair / ftilt range, wait, try to place a fair on the spot where they'll be after they do their action (if they move forwards). (NOTABLY THIS ALSO BEATS BOOST GRAB, THEY CANNOT GRAB U IF YOURE UP IN THE AIR AND THEN U HIT THEM FOR FREE) this float can get you openers on sheiks who want to move forward and hit you rn, it can open up fair -> dsmash/grab shield pressure, and it also will make sheiks want to short hop closer to you, which opens up - jump and float really fucken close to sheik and do a nair to beat her jump. this is always a spacing read and the jump itself is the read, floating into her space at mid/high height otherwise usually means she can reactively hit you. this option can also be set up with the trif jump back double jump forward (spacing mixup) nair

those are your two air based answers to sheik sh. them being air based means they wont get you hit by BOOST GRAB, sheik's other v polarizing tool. your ground based options to beat sheik sh are - dtilt on a spacing read, these semi rarely work, but theyre rlly important to throw in to keep sheik honest about flying around with sh aerials being unhittable + the punish here is REALLY good - dash attack (idk when this works and when it doesnt but it ALSO beats them setting up their spacing for ftilt, so it's really good to throw in to keep them honest) - hyperfloat nair / low float nair under sheik when she short hops

this is ALSO kind of inconsistent but like isnt everything, and if you hyperfloat and asdi down OR sdi down at the right time out of normal float you can get a hit and then instantly be actionable - run in cc you GUESSED it it's kinda inconsistent depending on what sheik does out of her sh but will beat a buncha things she may do

it's important to kind of read what "mode" sheik is in, a lot of them switch between sh aerial mode, crouch mode, and boost grab in ways you can either react to and start avoiding, or ways you can predict (based on %, based on positioning, etc) and then adjust your counterplay appropriately

sh mode is her most common / safe / powerful mode

OPTIONS VS BOOST GRAB

aerial - sheik cannot grab you when youre in the air, which is dope - moving forward with an aerial will get you space, if sheik happens to lunge into the corner at the moment u approach - floating outside sheik sh aerial range will keep you safe from sh, and sheiks might read you falling out of float with a boost grab, so if you hold float that's sometimes just a free hit

ground sheik boost grab is a KILLER in most of the grounded spots peaches find themselves in (usually find yourself landing from an aerial or being in sheild bc of short hop threat)

- run in cc is good against sh, moves you out of the position sheik is grabbing (free punish hehe), AND if sheik moves into your space and does an ftilt or a jab or sets up a crouch you can just hold down and rip a dsmash (this is the god option, to me, but if you spam it too much you get needle grabbed or they respect your space and dd grab you or something)

- oh ALSO this puts you in a really good spacing to hyperfloat nair under sheik when she sets up a sh, which is prolly the best option to beat sh imo

- if youre doing a low float / hyperfloat nair/bair, that can cut off sheik from coming in (sometimes will also hit their startup if they approach with an ftilt/jab) and SOMETIMES this can lead to a big opener at low % (but it "shouldnt")

- this can be approaching or retreating or whatever idk as long as ur keeping in mind the vibes if she chooses to sh the world is ur oyster

- you CAN space a little further back than sheik is grabbing, if she doesnt grab all the way to the corner, which will be another free punish for good positioning

OPTIONS VS CROUCH

this one is a little tricky, because sheik crouch means a bunch of things, sometimes they'll be wd back dtilting to be in THE most unapproachable position possible, but also theyre ALWAYS passively holding down at low %s if theyre a top sheik (The Jmook Effect), and sometimes theyre just running up to you and being on the ground and vibing and i guess that isnt really crouch but i kinda conceptualize it the same way (incorrect understanding of the game) (i will not fix it for this guide)

IF YOU KNOW THEYRE GOING TO HOLD DOWN ON YOUR MOVE

- consider spacing your falling nairs/bairs if you choose to do them, that shit will get grabbed 1 billion % of the time - mix in doing aerials and not dropping your float, a lot of sheiks will assume that since u hit them with a nair/bair and theyre actionable first that theyre going to hit you on the ground Right Now, but mixing in not dropping float forces them to guess if youre going to be in the air post hit (they sh nair) or if youre going to be on the ground (they grab u) (im usually chill with eating the nair + if they commit to a grab you can usually hit them again) - sometimes just dont engage, sometimes the vibes are bad and u should just reset neutral, deeply important as peach to not be Interacting Right Now all the time (also important with other characters but we're all peach players here and im going to pretend our perspective is special)

IF THEYRE AT LOW % IN GENERAL

openers from the air:

- fair? if you hit them when theyre in the air itll be Cool but if theyre on the ground you STILL have to space it until like 10-15 or something, because they can cc and boost grab you, shits ridiculous the BEST fair spot is when you expect them to wd back dtilt (beats immediate fc fair, and every permutation of fc bair/nair) if you float forward and slightly delay a fair youll hit them and since theyre dtilting they can only asdi down, theyre usually near the corner when this happens so it's a p nice opener

- uhhhh like you can cheese a dair -> nair it'll prolly work on most people, it's fake tho

openers from the ground:

- just run in crouch lmao this game sucks we're all just holding down

- dtilt

- low fc aerials (can be cc grabbed but RISKY for ur opponent bc if they mistime it u murk them with a dsmash, also WEAK low fc nair/bair sakurai angles vs cc, which might trick up their timing and get them hit by a dsmash)

- i think you can also space the fc aerial and then if they try to cc grab you can punish the grab?? not sure abt this spot

- rip a dsmash screw it we're all going to die someday


there's prolly a ton more to say but im calling it here and making a small list of misc things

- if you cc a sheik move your default option should prolly be dsmash, not dtilt. a lot of peaches cc dtilt and like SOMETIMES it's goated but it'll miss you a lot of punishes where cc dsmash would true punish and sometimes u get punished for the dtilt bc it's slow and it's Sad - hidden secret trick but if you hit a dtilt follow it up with a dsmash, theyll all be holding down and away to Instantly Escape whatever fc aerial combo ur going to childishly try to hit them with (jmook sdis your fc nair down into the ground and grabs you for doing it) - if youre floating under sheik sometimes rip an fc upair just to feel alive that shit hits sometimes and it MURKS her (this is best if youre also asdiing down so when sheik doesnt get hit and then hits you you dont get owned for it) - this guide is the Consequence of me and krudo actually linking up to play - at the end of the day what really matters is that we all had a good time

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Yoshi

SSBM-Yoshi FaceSmall.png Yoshi
(Unknown)
 
  • Placeholder; this box serves as a match-up primer
  • Key points of a match-up go here, and elaboration goes in the sections underneath

Neutral


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Young Link

SSBM-YoungLink FaceSmall.png Young Link
(Unknown)
 
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Neutral


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Zelda

SSBM-Zelda FaceSmall.png Zelda
(Unknown)
 
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Neutral


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