13/13ᵋ-
Peach
& Daisy
Last Updated:
February 6th, 2021
Notes on the Young Link vs Peach/Daisy MU
Attributes
Air Acceleration: 0.12 (#2)
Air Speed: 1.029 (#48)
Fall Speed: 1.19/1.904 (#86)
Dash Speed: 1.826 (#56)
Run Speed: 1.595 (#60)
Walk Speed: 0.924 (#63)
Weight: 89 (#64)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Peach/Daisy's Win Conditions:
Enter into blindspots/deadzone to gain positional advantage or avoid them with jump/Float. Clank projectiles with aerials. Shield pressure with grounded/short hop Floats. Cover platforms + ground with Float. Gimp Young Link/capitalize on edgeguards.
Young Link’s Win Conditions:
Rack up chip damage through projectiles and safe pressure. Peach has slower and floatier attributes, making her weaker to zoning. Mix up responses (UTilt, UAir, trapping landings) to blindspots. Use slightly disjointed moves (FAir, ZAir) in boxing to win interactions.
Out of Shield
*Note: Float makes their aerials much safer, since Peach doesn’t have to land.
Jab1 (-22) & Jab2 (-23):
GSA (Frame 9)
FTilt (-21):
GSA (Frame 9)
Grab (Frame 16)
UTilt (-18):
GSA (Frame 9)
USmash (Frame 10)
DTilt (-8):
NAir (Frame 7)
(Can be spaced out)
Dash Attack (-14):
GSA (Frame 9)
USmash (Frame 10)
FSmash (-18):
GSA (Frame 9)
USmash (Frame 10)
USmash (-19):
GSA (Frame 9)
USmash (Frame 10)
DSmash (21):
GSA (Frame 9)
Grab (Frame 16)
NAir (-2):
Unpunishable
(Safe on shield)
FAir (-8):
Unpunishable
(Driftback)
BAir (-6):
Unpunishable
(Safe on shield)
UAir (-4):
Unpunishable
(Safe on shield)
DAir (-5):
Unpunishable
(Safe on shield)
Toad:
--
Peach/Daisy Bomber (-13):
Unpunishable
(Bounceback)
(Spot dodging makes it possible)
Peach/Daisy Parasol:
--
Vegetable:
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials (+ Float), DTilt, Turnips
Kill Moves: BAir, Smash Attacks, FAir, Dash Attack, Peach Bomber, Toad
Kill Confirms: DTilt > FAir, Turnip Conversions
Peach struggles with zoning, making it the focus of the MU. She is a slower character in terms of raw attribute data (outside of her air acceleration). Zoning is a neutral tool, not an answer.
Boomerang is important in this MU. We stop Peach from Floating on the ground in front of us with it. It runs the risk of getting clanked, which gives Peach hit advantage situations. You want to have longer airtime on projectiles vs Peach to control airspace/ground space.
Fire Arrows are best for shutting down quick bursts from Peach at Float height or short hop height. Be wary not to give up too much stage control to use them. Peach benefits greatly from increased stage control.
Short hop non-smash Bomb Toss is great at being a slow projectile that hits right at Peach’s Float range. We can also rain Bombs down as mix up to escape her pressure.
Peach can approach through a vertical blindspot using full hop and Float. Young Link can’t aim projectiles that well directly above him, and they could be caught or clanked with. The best options here are to contest the landing directly or forfeit some stage control to trap the landing.
A second blindspot that Peach can attack from is Floating towards Young Link, just above his head. This is the perfect angle for Peach to approach with a NAir/FAir to clank with projectiles, and Fire Arrow goes under her. She can directly land with more shield pressure while applying pressure above YL's shield, nullifying several OoS options.
Pre-emptive rising NAir is a great mix-up tool in the MU. It can beat out FAir/BAir during early startup. Fade back after for extra safety. It can cover the second blindspot mentioned above.
Use shield with caution in this MU. Float aerials deal hefty shield damage.
ZAir is a strong option in this MU, though sparsely used. It does well at safely poking Peach outside of her attack range.
Be wary of Toad at kill %s.
Peach can Float for 150 frames (2.5 seconds).
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Peach not being forced to land means she can put out more aerials.
In boxing, Peach exerts heavy aerial pressure. This nullifies projectile pressure mostly since she can clank them (with NAir/FAir/BAir/DAir).
Her Peach Bomber is an aggressive burst option, though high-risk if whiffed.
NAir is good aggressive option rising, but awful falling, as it’ll get caught and kill you.
FAir/ZAir are disjointed (comparatively to Peach’s lack of disjoint) options that can be used to win interactions.
Weak BAir/NAir can set up for tech chases. Peach can chase our roll because it’s so short and cover options with BAir or Grab.
DI appropriately to avoid FAir extensions.
Platform Pressure
(What tools do they have? How can we escape this pressure?):
Peach can use her UAir to cover platforms and start juggles. Shield and jump away.
Peach hovering ground Float can cover both the ground and the platform. This allows her to exert pressure on more space.
Extend airtime above platforms.
Landing
(How do they cover it? What are my best options):
Peach’s UAir beats Young Link's DAir until very late into the move.
Peach can maintain vertical height while moving left or right because of Float.
If Peach maintains Float height to anti-air, fast fall airdodge will get you to the ground before she does.
Going towards the corner is more realistic than trying to directly land.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Peach can throw Turnips to edgeguard. Avoid going low, as it decreases mid-air options for avoiding Turnips.
Peach can also Float at ledge to edgeguard. Spaced ASA can beat it out.
If you instantly reel in to ledge with tether, Peach can use turnip to stage spike you.
Her Peach Bomber can be used as a hard read to take a stock offstage easily. Avoid it by air dodging.
When forced to recover from a linear angle, Peach can use Toad to counter ASA.
Ledge:
Peach will mainly ground Float at ledge and roll distance, using FAir to call out ledge jumps or catch the landing with a trap/UAir.
Double jump ZAir can catch Peach ground Floating.
Peach Bomber can 2-frame and last at ledge with her holding down on the control stick to avoid grabbing ledge.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Remember that Peach can Float away in either direction when trying to land, to move herself or stall in the air.
Catch landing with UAir/UTilt, or use positional pressure to trap/take stage control.
Peach’s roll goes farther than a majority of the cast.
She can aim to land in the vertical blind spot, avoid committing if she aims to go here.
FAir, FTilt, and ZAir can contest Peach Floating at short hop height when projectiles are likely to get clanked, and apply direct pressure to Peach.
Boomerang is best for constricting airspace, angled down or up.
Offstage:
Peach will mainly be using Float to get back to ledge, and Parasol as an option to get to ledge from below it. She can also stall using Float like this.
Using Float, she can go both low and high, as well was switch around speeds with JCFF (Jump Cancel Fast Fall).
Fire Arrow/Boomerang can be used to limit Peach’s recovery drift.
FAir is best for catching Peach offstage.
Although we can’t really hit her right under the ledge, as she could still BAir, so the only thing we can hit her with is a Bomb spike or just a Bomb.
We’ll probably spam projectiles when Peach is Floating above ledge. It’s not worth going for FAir in that situation since she doesn’t have to jump/Parasol to ledge.
As mentioned before, her roll goes quite far.
Peach can double jump FAir or Turnip throw from ledge onto stage.
Remember that she can also Float to get back onstage/stall during her ledge jump. Block this out with Fire Arrows when she is high above ledge and Bomb/Rang when she is closer to it.
Peach can Float straight onto stage with FAir.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits
DSmash: Hits
FTilt: Hits
Most Reliable Move: All
Animation Info: N/A
Note: Normal, FTilt reaches farthest.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt ASA %s: 109, 100
FD FThrow Ledge %s: 165, 145
FD Milkshake %s: 99-139, 88-117
Peach/Daisy Kill Throws: FThrow/BThrow
Max Float Duration: 2.5 Seconds
Peach’s hurtbox doesn’t extend to the bottom of her dress.
NAir can catch Turnips/clank with them.
Peach and Daisy fall out of short hop rising BAir.
Peach and Daisy both pancake when landing with NAir, FAir, and UAir.
Peach can open Parasol before landing to reduce landing lag.
Peach’s short hop Peach Bomber has no landing lag.
General rule of thumb for DI is to DI out of most combos vs Peach and DI in to cross up mix-up.
Peach can catch Turnips with JCFF. (Jump cancel fast fall)
Fire Arrows can blow up Bomb-ombs.
Pay attention to what Turnip Peach has. Be careful of Dot-Eyes and Stitch-Face. They do lots of damage and shield stun.
Daisy Differences:
Daisy's hurtbox is slightly shorter, and because of her idle hand pose, slightly wider. They are otherwise completely identical.
Stages
Battlefield:
Terrible. Same reasons as SV, platform layout forces Young Link to ledge more often, and creates awkward landing situations alongside triplat layout.
Final Destination:
Great. No platforms makes the MU overall more aggressive, and we don’t have to worry about Peach Floating under platforms. It’s easier to catch Peach in disadvantage.
Smashville:
Terrible. Peach can cover both ground and the center platform, giving her more pressure in Young Link’s blindspots. Little space to run away and camp.
Town & City:
Good. Same reasons a PS2, although the side zones are large.
Lylat Cruise:
Indifferent. The open airspace as opposed to triplats makes landing a little easier, and the side slants mess with Float. Fire Arrow exerts more pressure on Lylat.
Pokémon Stadium 2:
Good. The large amount of space to play safe and using projectiles provided by this stage is useful. Additionally, the platforms aid in adding aerial pressure, but be wary of Peach covering both the ground and platform with Float. Smaller side zones, as well.
Kalos Pokémon League:
Good. Side platforms help with getting off of ledge (though this works both ways), and the flat space is beneficial for the same reasons as FD.
Yoshi’s Story:
Bad. Same reasons as BF. Note that slants can mess with Float.
Sets & Resources
Supahsemmie vs RobinGG: Calyptus Cup X - Purple Age | Supahsemmie (Young Link) vs myR RobinGG (Peach, Daisy) | Winners Finals
Supahsemmie vs Meru: Yggdrasil | Meru (Peach vs Supahsemmie (Young Link) | Grand Finals
VODS List: Peach/Daisy vs Young Link
Advanced Peach Movement Guide (Showcases some of Peach’s movement options): Peach and Daisy Movement Guide
TL;DR Peach can Float out of shield, turnaround Float, mix up drift/jump height with JCFF. This also allows Peach to mix up speed and drift. She also gets an amazing waveland.
Reference Images