Peach vs Joker

Joker Matchup (Peach)

Peach vs Joker

This matchup is about Peach using float height changes and turnips to bend around Gun and Eiha, then stacking shield punishes and edge pressure on Joker's normal-state defense before Arsene swings the pace.

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Matchup Summary (Win Condition and Game Plan)

Joker is strongest when his run speed, air drift, Gun, and Eiha make Peach move first, letting him cash out with nair, uair, and grab into landing traps. Once Arsene is out, bair, up smash, and counter become much scarier, so floating at one fixed height or forcing immediate retaliation can turn one lost exchange into a stock. Peach still has a real answer if she uses turnips and float height shifts to narrow Joker’s route before he commits. When low-float nair, bair, or grab lands, she should value continued landing pressure and ledge control over forcing a fast kill, because Joker’s regular-state recovery and defense are easier to exploit than his explosive punish game is to brawl through directly. The frame table matters here because jab 1, jab 2, jab 3, forward tilt, up tilt, down tilt, dash attack, every smash attack, fair, uair, and side B (1) are punishable on shield, and dair still loses to Peach’s up B. If Peach keeps cashing those stops, Joker gets far fewer clean chances to snowball into Arsene tempo. The win condition is to make Joker reveal jump or shield first with turnips, open him up with low-float pressure, and keep rolling that touch into juggle and ledge sequences while he is still in normal form. During Arsene, the goal shifts to holding center, draining time with shield discipline and retreat timing, then immediately reasserting edge pressure once the persona is gone.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPeach OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Jab 23-17
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+2)
Jab 33-26
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Tilt8/13/-15(/-11)
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (+2)
  • Up Smash (+3)
Up Tilt8/11/14/17/20-27
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Tilt8-22(-19)
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Dash Attack6/15**/-23
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Forward Smash16-21
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Up Smash10-32(-30)
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Down Smash12/16-24/-20(—/-18)
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Neutral Air12-5
  • None
  • Up B (+2)
  • OOS Nair (+3)
Forward Air7/12-10/-9
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (+1)
Back Air7-5
  • None
  • Up B (+2)
  • OOS Nair (+3)
Up Air5…-12
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+2)
  • OOS Dair (+3)
Down Air13-7
  • Up B (7f)
  • OOS Nair (+1)
  • OOS Bair (+2)
  • Grab (+3)
Neutral B (1)12/37/65**
Neutral B (2)12/18/24**
Side B (1)16-27
  • Up B (7f)
  • OOS Nair (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Uair (13f)
  • Up Smash (14f)
  • OOS Dair (15f)
  • OOS Fair (19f)
Side B (2)16 (1/6/11/16)**
Up B (1)20**
Up B (2)**
Down B (1)3 (Start of Block)
Down B (2)4 (Start of Counter)
Grab6
Dash Grab8
Pivot Grab9

Win Condition Checklist

  • Use turnips to lock routes rather than to force raw hits, so Joker has to show Gun, jump, or shield before Peach picks her float angle
  • After low-float nair, bair, or grab connects, keep the turn going through landing and ledge pressure instead of overcalling an early kill
  • Do not miss shield punishes on jab strings, tilts, dash attack, smash attacks, fair, uair, side B (1), and dair, because those stops keep Joker from taking repeated close-range attempts for free
  • Edgeguard tether recovery with turnips and fair in normal form, but against Arsene recovery stay off the direct up-B lane and cover the ledge landing instead
  • When Arsene appears, protect center and make the timer work for you, then restart turnip plus float pressure the moment the summon ends

Actions to Avoid

  • Do not chase the downward version of aerial Gun from directly underneath Joker. That line exposes Peach to both the bullets and the follow-up landing mix at the same time.
  • Do not swing fair or commit turnips while Rebel’s Guard is still active. That only feeds meter and lets Joker flip your offense into Arsene progress.
  • Do not overextend deep offstage during Arsene just to force a kill. Counter and the powered recovery hitbox can reverse the whole edgeguard and expose Peach’s own weaker vertical return.
  • Do not try to win the neutral by sprinting after Joker in normal form. His mobility can bait the whiff and start nair, grab, or down-tilt pressure straight into another landing trap.

Reference Links

Related Pages