Matchup Summary (Win Condition and Game Plan)
This matchup gets much harder for Peach if she keeps jumping directly into Corrin’s forward tilt, forward air, up air, and Pin range from obvious heights. Corrin’s mid-range buttons are built to swat linear entries, and once Corrin starts juggling or pushing Peach to the corner, the whole pace of the stock can flip quickly.
However, Corrin’s shield pressure is not actually that safe when Peach is ready to block first and punish second. The frame table shows that forward tilt, up tilt, down tilt, dash attack, all smash attacks, and down air are all punishable by Up B (7f) and often much more, while neutral air and back air still lose to Up B. Peach does not need to force every opening at spear tip range if Corrin is giving away real shield punish windows.
The win condition is to use turnips to interrupt Corrin’s walking and retreating rhythm, then vary float height until nair, bair, or grab can start a landing trap or ledge sequence. Corrin is much less comfortable once Peach gets in close and keeps the pressure layered, because the close-range defensive options are more limited than the long-range buttons suggest.
For kills, Peach should usually trust corner pressure over desperate center-stage reads. Float bair, fair, up smash, and repeated ledge coverage are more reliable than overcommitting offstage, since Corrin’s recovery is long but still gives Peach clear routes to trap the return from the stage instead of gambling in deep recovery scrambles.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Peach OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
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| Jab 2 | 4 | -22 |
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| Jab 3 | 6 | -20/-19 |
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| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 8 | -16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 5 | -17 |
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| Dash Attack | 12/14/16/18/20/23 | -22 |
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| Forward Smash | 12/17 | -26/-26/-22 |
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| Up Smash | 13 | -31/-29/-28 |
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| Down Smash | 13 | -27/-28/-25 |
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| Neutral Air | 6 | -7/-7 |
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| Forward Air | 9 | -4 |
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| Back Air | 13 | -8/-9 |
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| Up Air | 7 | -5 |
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| Down Air | 12… | -21 |
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| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
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| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use turnips to interrupt Corrin’s walk-back, drift, and wait-and-react rhythm before committing with float pressure.
- Punish forward tilt, up tilt, down tilt, dash attack, all smash attacks, and down air on shield with Up B, OOS aerials, or grab instead of letting Corrin reset spacing.
- Remember that neutral air and back air still lose to Up B, so close-range aerial pressure from Corrin should not be treated as free.
- Change float height to alter how Corrin lines up forward air and up air, then start pressure with nair, bair, and grab once you are inside spear range.
- Finish stocks with ledge pressure, float bair, fair, and up smash rather than forcing deep offstage gambles.
Actions to Avoid
- Repeatedly entering at the same jump height into Corrin’s forward tilt, forward air, and up air spacing.
- Letting punishable grounded pokes and down air go unpunished, which gives Corrin repeated chances to reestablish mid-range control.
- Overrespecting Pin so much that you only spot dodge or retreat, giving up stage and inviting Corrin’s juggle game.
- Pulling turnips without using them to claim space, which leaves Corrin’s sword spacing intact.
- Chasing too deep offstage for kills and getting clipped by recovery hitboxes or aerial swings on the way back.