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 Move | Startup | On Shield | Peach OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
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| Jab 2 | 3 | -17 |
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| Jab 3 | 3 | -26 |
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| Forward Tilt | 8/13 | /-15(/-11) |
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| Up Tilt | 8/11/14/17/20 | -27 |
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| Down Tilt | 8 | -22(-19) |
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| Dash Attack | 6/15 | **/-23 |
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| Forward Smash | 16 | -21 |
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| Up Smash | 10 | -32(-30) |
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| Down Smash | 12/16 | -24/-20(—/-18) |
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| Neutral Air | 12 | -5 |
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| Forward Air | 7/12 | -10/-9 |
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| Back Air | 7 | -5 |
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| Up Air | 5… | -12 |
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| Down Air | 13 | -7 |
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| Neutral B (1) | 12/37/65 | ** | ||
| Neutral B (2) | 12/18/24 | ** | ||
| Side B (1) | 16 | -27 |
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| 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) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
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.