Lucina vs Peach

Peach Matchup (Lucina)

Lucina vs Peach

In Lucina vs Peach, the key is to avoid forcing anti-airs into float height, use walk and sword spacing to pin down turnip pulls and landings, and only punish the grounded moves you actually stop.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Peach uses float height mix, turnips, neutral air, back air, down tilt, and grab to slip around Lucina’s sword line and convert one touch into very high damage. If Lucina keeps jumping straight into float height to contest every setup immediately, Peach’s lingering air buttons and landing drift usually win the trade before Lucina’s range advantage gets established.
This matchup becomes more stable when Lucina stays grounded longer, walking and pulling back to keep the sword tip active while pinning down where Peach can pull turnips or finish the float. Peach is not especially fast on the ground, so covering the end of float and the landing with fair, nair, and down tilt is more reliable than trying to call out the aerial path every time.
The frame table also shows very clear shield punishes on jab 1-2, forward tilt, up tilt, down tilt, dash attack, smash attacks, and side special with Up B (5f), OOS Uair (8f), and OOS Fair (9f). By contrast, neutral air and up air are effectively safe, while back air and down air only give very limited answers, so Lucina needs a clean split between moves she punishes now and moves she punishes on the next beat.
For kills, it is more reliable to trap Peach’s float drift back to stage, Parasol landings, roll or normal getup, and jump from ledge with fair, up air, Up Smash, and back air than to force a deep offstage finish every stock. Lucina can edgeguard, but the more repeatable route is still winning the ledge cycle first.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucina OOS Candidate MovesBarely Missed Moves
Jab 12-22
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 22-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Tilt7-22/-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Tilt9-20/-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Tilt8-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Dash Attack6/17-14
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Smash15-20/-21/-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Smash14-20/-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Smash6/10/14/18/22/26/30-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral Air5-2/-4
  • None
  • Up B (+3)
Forward Air16-8/-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Back Air6-6/-8
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Up Air10/15-4/-4
  • None
  • Up B (+1)
Down Air12/18/24/30-6/-5
  • Up B (5f)
  • OOS Uair (+3)
Neutral B9 (Start of Counter)
Side B (1)13-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Side B (2)13-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up B7/11/16/21/26/31
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Keep more of the neutral on the ground with walk spacing and pullback timing so Peach cannot start float or turnip pull at a free height.
  • After blocking jab 1-2, forward tilt, up tilt, down tilt, dash attack, smash attacks, or side special, punish immediately with Up B (5f), OOS Uair (8f), or OOS Fair (9f).
  • Do not force an immediate answer into neutral air, up air, or the safer float aerials. Cover the end of float and the landing with fair, nair, and down tilt and win on the second touch instead.
  • Do not swing wildly at every turnip. Drift or shield through it when needed, then track Peach’s actual landing destination rather than the item itself.
  • Finish stocks from ledgetraps by covering float drift back to stage, Parasol landings, roll or normal getup, and jump from ledge with fair, up air, Up Smash, and back air.

Actions to Avoid

  • Jumping directly into float height every time and letting Peach’s neutral air, back air, and drift mix start the damage loop first.
  • Treating neutral air or up air as automatic shield punishes and whiffing Up B or rising aerials into Peach’s next landing mix.
  • Freezing because of turnips and giving Peach uncontested time to float in place or set up the next grounded starter.
  • Chasing too deep offstage for every stock and giving up the more reliable ledgetrap cycle against Toad counter and Peach’s long horizontal return.

Reference Links

Related Pages