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Posted: Sat Feb 25, 2006 6:52 am
HworangZiang Down Smash and a forward throw.
Nuff said. dam straight, I got pwned with those very two moves.........Arc's peach can got to hell and burn.
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Posted: Wed Mar 01, 2006 9:55 am
K-0S HworangZiang Down Smash and a forward throw.
Nuff said. dam straight, I got pwned with those very two moves.........Arc's peach can go to hell and burn. Insane damage with Peach's down smash xp I tend to overuse that move lot like some use Captain Falcon and his overly powered knee. I've been tryin to "master" her for several months now and still need to touch up on her grabs.
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Posted: Wed Mar 01, 2006 11:15 pm
Fthrow and Dsmash become far less effective if you can DI them correctly. Also, learn to light shield the dsmash whenever possible.
If someone abuses dsmash, just use an attack like Falcon's dair. Dsmash abuse will slaughter Peach if you take advantage of it, she's very open from the top.
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Posted: Fri Mar 03, 2006 4:24 pm
P34ch35 Fthrow and Dsmash become far less effective if you can DI them correctly. Also, learn to light shield the dsmash whenever possible. If someone abuses dsmash, just use an attack like Falcon's dair. Dsmash abuse will slaughter Peach if you take advantage of it, she's very open from the top. That's why I play Peach defensively, I tend to float cancel Dair's into Downsmashes, but on the ground I'm always shield grabbing, or chasing tech rolls with a dash cancelled D-smash. Spamming turnips can be good too.
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Posted: Sun Mar 05, 2006 3:22 pm
well, Peach can be played as the most defensive character in the game.
I play a little too aggressively with her, but scrubs get annhilated by it. >_> Gets me trouble against Marths though.
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Posted: Sun Mar 26, 2006 12:37 pm
For some reason projectile characters seem to give Peach the toughest time like Link, Samus, Fox, even Marth and his 6 foot sword gonk
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Posted: Thu Mar 30, 2006 10:25 pm
Only Fox and Marth are a true threat to her. You have to play Links differentl (edguarding is key, I've lost matches because they are somewhat hard to edguard with Peach if you do it wrong).
Peach actually is advantaged in teh Samus matchup.
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Posted: Wed Jul 19, 2006 12:01 am
I'd have to say that peach vs. marth is a game of keep-away mind games. Depending on circumstances, peach can do well with turnip setup attacks. She also is one of the better characters for capitalizing on marth's mistakes. However, if marth makes few mistakes, peach is going ot have a real hard time getting in on him, while if he can dig through a barrage of turnips and corner her she's almost out of luck. Also, his chain throws into tippers and his shffl double fair (I've never actually seen it, though I've seen some fair combos) seem to be inescapable and extremely deadly. At low damage, peach can easily lose at least 40% health to a throw chain... although once she hits about 80%, she's safe until 150 if she can just avoid tippers.
I think that an extremely good marth has the advantage over peach, but one that makes even a few mistakes per life will probably lose. Peach has to concentrate extremly hard to avoid eating tipper shots and stay just out of range of them, either just farther or too close. Its ok to eat a weak hit if it prevents you from eating a tipper.
Anyway, while it's true that Peach CAN hold her own, this matchup is clearly disadvantageous for her. Obviously if the other Marth doesn't know the matchup well or isn't as good as you you can beat him, but you can't count on that. I like Bob's line: "I think that an extremely good marth has the advantage over peach, but one that makes even a few mistakes per life will probably lose." This is true only if Peach doesn't make any mistakes.
L/Float canceling: Against a great Marth, Peach's offensive chances are rare to none. Considering Marth can smack Peach out of the air with higher-priority moves from both the air and the ground, cancelling doesn't really help. Now if you can consistanly get attacks in to cancel, then Marth is gonna see trouble.
Triangle jumping: I'm actually not sure what you mean by this but if it's triangle jumping like in MvC2 then Peach's triangle jump is simply too slow.
Edge-guarding: This is absolutely essential to beating a high-end Marth with Peach. If you let Marth live long lives, then you die. This is IMO the only way to even up the chances against Marth, since you have to outplay him to get him off the edge in the first place. But even so, edge-guarding him is difficult.
D-smash: Marth has no reason to duck against Peach, and getting close enough to D-smash is a problem in itself. Marth doesn't have much to CC either, since he'll be out of range of a downsmash or the attack will be too powerful. (Marth's dashing attack sucks.) However, CCing a f-air at lower percentages can set up some things after the d-smash. You can f-air a CCing Peach out of range of the D-smash, but it's difficult.
Turnips: If you can get these going then your life will be much easier. Trouble is, a good Marth won't let you do this. If he's spacing you correctly, you're going to be in range for a wdashing Fsmash. Or even just a Fsmash. Or maybe just a running throw. Which means you're gambling with your life if you want to pull out a turnip. Even if you do pull some out and start hucking them, Marth doesn't have too much of a problem cutting through them. You may not have seen a double-short-hop-fair-Lcancel but I have and I can tell you you need perfect timing to counter it from the air.
But, of course, I'm talking about Ken-level Marths. Most Marths will have holes to exploit.
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Posted: Wed Jul 19, 2006 12:02 am
Slap 1
Total frames: 19 Hit frames: 2-3
Shield stun: 6 Shield hit lag: 3 Advantage: -10 Slap 2 advantage: -6
Window of the second slap: 3-25 Second slap starts: 10 (or later) IASA: 16 ------------------------------------- Slap 2
Total frames: 20 Hit frames: 3-4 IASA: 17
Shield stun: 4 Shield hit lag: 2 Advantage: -11 ------------------------------------- F Tilt
Total: 41 Hit: 6-13 IASA: 37
Shield stun: 13 Shield hit lag: 6 Advantage: -23 ------------------------------------- D Tilt
Total: 27 Hit: 12-13 IASA: 26
Shield stun: 13 Shield hit lag: 6 Advantage: -8 ------------------------------------- U Tilt
Total: 39 Hit: 9-13 Head Invincible: 9-12 IASA: 37
Shield stun: 13 Shield hit lag: 6 Advantage: -16_-20 ------------------------------------- Dash attack
Total: 37 Hit: 6-20 IASA: 36
--First part-- Shield stun: 13 Shield hit lag: 6 Advantage: -22
--weak part-- Shield stun: 9 Shield hit lag: 4 Advantage: -17 ------------------------------------- F smash
Total: 47 Hit: 15-18 Charge frame: 8 IASA: 40
Shield stun: 16 Shield hit lag: 7 Advantage: -14_-11 ------------------------------------- U smash
Total: 44 Hit: 13-22 Charge frame: 10 Head and arms invulnerable: 13-22
--regular-- Shield stun: 16 Shield hit lag: 7 Advantage: -23
--sour spot-- Shield stun: 9 Shield hit lag: 4 Advantage: -26 ------------------------------------- D smash
Total: 39 Hit: 5-6, 9-10, 13-14, 17-18, 21-22 Charge frame: 3 Legs invincible: 3-24
Shield stun: 14 Shield hit lag: 6 Advantage (last hit): -10 ------------------------------------- N-Air
Total: 49 Hit: 3-23 IASA: 42 Auto cancel: <2 36> Landlag: 17 Lcanceled: 8
--strong hit-- Shield stun: 14 Shield hit lag: 6 Advantage: 0 Advantage float cancelled: +4
--weak hit-- Shield stun: 11 Shield hit lag: 5 ------------------------------------- U-Air
Total: 35 Hit: 7-11 IASA: 34 Auto cancel: <6 22> Landlag: 15 Lcanceled: 7
Shield stun: 14 Shield hit lag: 6 Advantage: +1 Advantage float cancelled: +4 ------------------------------------- B-Air
Total: 44 Hit: 6-22 IASA: 38 Auto cancel: <4 23> Landlag: 15 Lcanceled: 7
--Strong butt-- Shield stun: 14 Shield hit lag: 6 Advantage: +1 Advantage float cancelled: +4
--weak butt-- Shield stun: 11 Shield hit lag: 5 ------------------------------------- D-Air
Total: 39 Hit: 12-13, 18-19, 24-25, 30-31 IASA: 36 Auto cancel: <11 36> Landlag: 15 Lcanceled: 7
Shield stun: 6 Shield hit lag: 3 Advantage: -4 Advantage float cancelled: -1 ------------------------------------- F-Air
Total: 54 Hit: 16-20 IASA: 51 Auto cancel: <15 39> Landlag: 25 Lcanceled: 12
Shield stun: 15 Shield hit lag: 7 Advantage: -4 Advantage float cancelled: +4 ------------------------------------- Grab
Total: 30 Grab: 7-8 ------------------------------------- Running grab
Total: 40 Grab: 7-8 ------------------------------------- Ledge attack <100%
Total: 54 Hit: 10-14 Invincible: 1-6
Shield stun: 8 Shield hit lag: 4 Advantage: -40_-36 ------------------------------------- Ledge attack 100%>
Total: 69 Invincible: 1-40 Hit: 44-47
Shield stun: 11 Shield hit lag: 5 Advantage: -19 ------------------------------------- Ledge roll <100%
Total: 50 Invincible: 1-39 ------------------------------------- Ledge roll 100%>
Total: 79 Invulnerable: 1-64 ------------------------------------- Ledge jump <100%
Total: 38 Invincible: 1-10 Soonest FF: 40 ------------------------------------- Ledge jump 100%>
Total: 48 Invincible: 1-20 Soonest FF: 50 ------------------------------------- Ledge stand <100%
Total: 32 Invincible: 1-30 ------------------------------------- Ledge stand 100%>
Total: 59 invulnerable: 1-55 ------------------------------------- get up from the ground
Total: 30 Invincible: 1-20 ------------------------------------- Roll from the ground
Total: 35 Invulnerable: 1-19 ------------------------------------- standup attack A from facedown
Total: 49 Hit: 17-18, 25-26 Invincible: 1-26 ------------------------------------- standup attack A from face up
Total: 49 Hit: 17-19, 25-27 Invincible: 1-27 ------------------------------------- Veggie throw ground
Total: 23 release: 10 (forward, back) Release: 11 (up) Release: 9 (down) ------------------------------------- Veggie throw Air
Total: 23 Release: 10 (down) Release: 11 (up) Release: 10 (forward) Release: 9 (backward) ------------------------------------- Vegetable Pull
Total: 29 Vegetable lasts: 141 frames in air ------------------------------------- Peach Bomber
Windup on ground: 21 Windup in air: 31 Lunging portion: 25 (1-10 do damage) land lag: 33 Air lag: 28 Hit recovery: 28 (including 1st frame of hit)
--WALLBOMBING-- Peach can use this attack against a wall repeatedly to gain height. The sooner you use it, the more height you will gain.
Without influencing your fall (which you can only do once the Bomber is done) you can wallbomb from 29-35 of the hit (1 being the first frame of hit, and the explosion sound).
If you do influence your fall, you must return the stick to neutral so you can smash it to the side again.
1 frame of neutral: 29---> 2 frames of neutral: 29--> 3 frames of neutral: 29-38 4 frames of neutral: 29-37 5 frames of neutral: 29-36
I.E. if you want to wallbomb on frame 38, you must let the stick be neutral for 3 or less frames just before the bombing.
------------------------------------- Toad
Total: 64 Toad: 10-30
When hit, invincible for 8 frames 1st spore released on 8th frame Last spore is gone after frame 34-40 you can move on the 78th frame ------------------------------------- Parasol
Part 1: 40 totally invincible frame 3 Hit: 6-9, 10-11, 12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27, 28-29
Soonest FF: 56
Becoming floaty takes 15 (fall speed decreases instantly) Parasol Hit: 10>
Being floaty lasts 944 frames max Fastfalling is instantaneous Becoming floaty again: see previous
Landlag: 30 Landfallspeciallag: 4 ------------------------------------- Float
Total: 150 frames If you voluntarily end the float, you can do nothing from frames 2-5 (frame 1 being the first frame you aren't holding jump) and an attack started on frame 1 will be float cancelled.
If the float ends naturally, you can do nothing frames 1-5 -------------------------------------
Jump: airborne on frame 6
Air time: 59 Earliest FF: 30 FF air time: 46
SH air time: 42 Earliest FF: 22 SH FF air time: 29
2nd jump soonest FF: 60 ------------------------------------- Because Peach's second jump has a dip at the beginning, she can land while doing it, but instead of her landing animation, it will go to her waiting animation, which means there is no lag, excepting that if you press any button on the frame you land, Peach will go to her landing animation.
These numbers assume a short hop, as it is easier and more effective
When you press jump : when you land
1st frame in the air: 1 frame later 2nd frame in the air: 3 frames later 3rd frame in the air: 5 frames later
Moving forward increases dip SLIGHTLY and may reduce above numbers by 1. Moving back may decrease dip SLIGHTLY and may increase above numbers by 1
I was unable to achieve 100% consistency except with no movement ------------------------------------- Taunt
Total: 85 saWEET!: 1 -------------------------------------
Air Dodge invulnerable 4-19 out of 49
Soonest FF:
26 25 ^ 25 24 | 24 23 | 23 | 20<-------21-------->21 right | 20 | 20 | V 20
-------------------------------------
Ground dodge invulnerable 2-18 out of 27
Roll invulnerable 4-19 out of 31
landing lag: 4 frames
Dash becomes Run at frame 16 Run turnaround: 24 Turn-jump threshold: 12
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Posted: Wed Jul 26, 2006 2:14 am
Nice input Syke.
You know, I'm having trouble float cancelling properly.
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Posted: Wed Jul 26, 2006 2:15 am
Wow, even though syke looks like a n00b, he knows how to post stuff eek
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Posted: Wed Jul 26, 2006 5:31 pm
Yeah, except I posted that exact same frame data on the first page. . .
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Posted: Wed Jul 26, 2006 8:42 pm
P34ch35 Yeah, except I posted that exact same frame data on the first page. . . Was it the same? I thought it was a different section.
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Posted: Wed Jul 26, 2006 10:50 pm
P34ch35 Yeah, except I posted that exact same frame data on the first page. . . Heh, I didnt see that sorry sweatdrop
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Posted: Thu Jul 27, 2006 2:48 am
ArcVyse Nice input Syke. You know, I'm having trouble float cancelling properly. I found that an easy way to float cancel qucikly is to do the wd action except you hold down your jump button, it worked for me and now i just use di down and jump.
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