Matchup Summary (Win Condition and Game Plan)
This matchup gets dangerous the longer Terry is allowed to stand at the ranges where jab and down tilt can start everything. Peach should not accept that trade. Her stronger route is to use float height and turnip to bend Terry’s horizontal path, then meet him before he ever reaches clean close-range pressure.
Terry’s close-range reward is enormous, especially once GO is active, but his range and recovery routes are still limited compared with Peach’s control of the air lane. That means Peach gets more out of repeated float pressure, landing traps, and ledge carry than from trying to win a grounded slugfest.
The frame table shows Jab 2-3, Up Tilt, Dash Attack, every smash attack, Down Air, Neutral B, and Down B are all punishable with Peach’s fast OOS tools, mainly Up B (7f), OOS Nair (8f), OOS Bair (9f), and Grab (10f). Jab 1, Down Tilt, Neutral Air, Back Air, and Up Air are much safer, and Forward Tilt or Forward Air often stop at Up B only, so overforcing shield punishes there just recreates Terry’s preferred scramble.
Stocks are more repeatable when Peach pushes Terry to ledge before GO matters, covers jump with fair, catches roll or grounded getup with down smash or grab, and keeps enough discipline to block Burn Knuckle or Power Dunk panic options. Giving Terry center stage back too easily is what turns this from a control matchup into a comeback matchup.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Peach OOS Candidate Moves | Barely Missed Moves |
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| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Stay out of jab and down tilt starter range on the ground, and use float plus turnip to bend Terry’s horizontal path before he reaches close range.
- After blocking Jab 2-3, Up Tilt, Dash Attack, any smash attack, Down Air, Neutral B, or Down B, take the listed punish with Up B (7f), OOS Nair (8f), OOS Bair (9f), or Grab (10f).
- After blocking Jab 1, Down Tilt, Neutral Air, Back Air, or Up Air, do not force the punish. Stop the next dash-in or jump instead.
- Once Terry is pushed out, keep the float advantage active so his weak recovery path and ledge defense stay under pressure.
- Close stocks before GO takes over, using fair for jump and down smash or grab for roll and grounded getup at ledge.
Actions to Avoid
- Chasing Terry straight across the ground and volunteering for jab, down tilt, and Crack Shoot starters.
- Trying to shield punish Jab 1 or Down Tilt every time and turning a non-guaranteed spot into another Terry entry.
- Letting Terry back to center after you already pushed him out instead of cashing out the weak recovery and ledge sequence.
- Panicking once GO appears and giving away stage so Terry can force normal-hit confirms into kill options.