Teams draft
Ports
In Melee, the different ports offer players access to a unique spawn point. Port priority is also a factor; if two people were to grab at the same exact frame, the person with the port closer to player 1 would win in the grab exchange every time. Below is a picture displaying Battlefield’s spawn locations as well as a link to an album for the other stages.

(link to the spawns for each legal stage. http://imgur.com/a/QYBbX)
If port priority wasn’t enough, you even spawn at different times depending on which port you chose! Player 1 spawns before 2, then 3, then 4. Being able to act before your opponent introduces a lot of This is best exemplified on stages like Pokemon Stadium where, if a team doesn’t pick ports 1/4 and 2/3, then the advantage can be noticed easily.
On Pokemon Stadium, Mango and Lucky destroy Jman and Swift in the first few seconds thanks to the positional advantage they got from spawn.
Ordered Teams Tier List
S Tier: Fox, Sheik, Peach
A Tier: Falco, Puff, Falcon
B Tier: Marth, Samus, Ice Climbers
Preparation
One of the things I enjoy the most about teams is preparing for tournaments with a friend. Before and after big tournaments, if one person even mentions teams, you can bet that NorCal is going to spend the rest of the trip talking about teams. There’s always so much to talk about because of all the new possibilities that get introduced, and we all really enjoy figuring out dynamics that adds to the whole teams experience. They can range from kill setups, target switches, specific saves, and anything else that comes up. A great way to psyche your team up is just to get ready for all the fun you’re about to have. You’re playing with a really fun game with a really good friend (hopefully). If you remember to support your homie, your homie just might be there for you when it matters the most.
General Improvement Tips
There are some common problems that come up as an inexperienced teams player — map awareness, combo choices, and target switches.
To work on map awareness, it helps when you land a move with a lot of hitstun so you can glance around the screen. For example, as Falco, you forward smash a Peach away from the stage. Not only does this give you a brief moment to look to see how your teammate doing, it allows you to reassess what you’re about to do. Having the time to reassess the screen means a lot since you’ll be taking in a lot of information that pertains to the match — stock counts, percents, positioning, and game flow. Not only is having this information important, learning how to respond based on what you’re presented with is how you separate the good teams players from the great ones.
Referring to the the scenario I just set up from earlier, I can see a few basic outcomes.
A. Your teammate is winning, and you’re confident they’re in position to take the stock. Shoot lasers at Peach to slow her approach. Free up pressure on teammate.
B. Your teammate is by the ledge, and you want to play it safe. You can prepare to shoot a laser the moment something goes wrong, while closing in on them.
C. Attempt to disrupt the fight with hitboxes.
D. Chase Peach. Waste several seconds in doing so.
A/B/C are typically the options that deal with efficiency in terms of actions in the moment. If you’re someone who tends to default to D by nature, try reconsidering your game plan. In the grand scheme though, it’s never really black and white. Just aiding your teammate when there’s nothing to do is typically a nice rule of thumb for teams.
Learning the extent to which you can take a combo is also very important in teams. As soon as you are no longer able to take a combo further, or it is going into a zone where your partner is better equipped to respond, you gotta let go of that killer instinct. It’s hard to learn when to back off in the moment, but taking note of what situations often come up that don’t lead to anything great for the long run is the typical approach on fixing this.
Using spawn invincibility is also a big aid in teams, it lets you free up corner situations so your teammate can breathe. Typically if one member of a team dies, both members of the opposing team will try to press the advantage, barring situational circumstances, which leads to the solo player ledge stalling. Ledge stalling in a 1v2 situation is the easy answer since it’s the safest place to be, though you give up all stage control for it. This is where the respawned character comes in with his/her invincibility to look for an opening to dispurse the fight. A common mistake newer players make is using hitboxes that don’t break up fights that well — moves with low knockback and/or low startup.
Teams Morale
For how crucial I think teams morale is, it doesn’t feel as discussed as it should be. One thing I really like about real teams is that you can be there for your friend in the game, and out of the game. Your demeanor and cadence can have a big impact on how your teammate is feeling! If you’re not feeling great about yourself, it’s going to show in the game, and out of game. Making sure that you communicate with your teammate to keep each other level-headed is just one of the low-key tricks to becoming a great teams player.
Getting Eliminated
When you lose, tensions are going to be high — try to keep a clear and open mind. If you two are talking about the matches, one of you should bring up a recurring problem. Hopefully, your teammate will be familiar with the situation and be able to tell you what was going wrong so you both can learn to either avoid the situation or learn how to play around it. It’s a lot easier to learn about this kind of stuff with having someone else who has great awareness to take notes, or you and your partner watching recordings and analyzing together.
Composition

Fox/Fox: The deadly duo, the two toppest top tiers, the 20xx prophecy. If you thought one Fox was bad enough, there are two now and they amplify each other’s strengths and dull each other’s weaknesses.
Pros: Quick, strong hitboxes. Insane ground speed. Great aerial mobility. Top tier vertical kill potential, excellent edgeguarding, ability to pass the opponent like a volleyball with ease. No notable stage weaknesses. Overall, little, if any, weaknesses in theory. Great match up spread vs the whole cast.
Cons: Hitboxes have low range, getting knocked down, Peach teams can be a problem on small stages
From the spawn to the endgame screen, Fox paired with himself is any character’s worst nightmare. Thanks to the ridiculous startup on his moves (4 frames on nair and bair, is airborne on the 4th frame after jumping), Fox’s ability to apply pressure and force openings is unrivaled. He has the resources to maneuver how the player wielding him decides is best, and the hitboxes to back up the movement. This makes it ridiculously easy to set up team combos in a number of situations.
Ideal Fox combo moves: Back air, neutral air, up air, up smash, grab
Fox excels on all stages due to his kill potential at any percent and his insanely quick hitboxes on all of his moves. On small stages, you can take advantage of being able to crowd someone’s space with neutral airs and back airs, with up smash to quickly finish an enemy. On wider and larger stages, Fox has the freedom to use his run speed to his advantage. He can hit the opponent that is currently targeting him, and immediately bolt out without worry.
Having the ability to switch targets on a whim creates opportunities. These opportunities can be boiled down to saving your teammate, or pressing a lead by overwhelming the secondary opponent. What you should do in that kind of situation heavily depends on the flow of the match — how your friend is holding up in the 1v1, the pace of the stocks, and if you can “hunt” your opponent in the 1v1 faster than your opponent can hunt down your friend.
All in all, the stages don’t affect this team too much — a lot of it is personal preference versus certain styles.
- fox sheik picture-
Fox/Sheik: Let me preface this. These two are among the deadliest characters in the cast if you give them the right situation — give them two seconds and your stock will disappear.
pros: efficient with kills, easy combos, versatile saves, dominating match up spread
cons: very lightweight team, Jigglypuff teams could easily go on a rampage vs this team,
Typically, Fox is the aggressor in this duo. Sheik is going to want to stay at a range where you can easily hop in and immediately shut down the aggression from the other team. That isn’t to say that Fox should always take the lead; there’s always a time and place for switching up the formation. There are also scenarios where the “front line” becomes really ambiguous and you all are just fighting around each other.
Fox/Sheik have ridiculous potential to combo a character until kill %. Their hitboxes are quick and they set up for kill scenarios easily. This lets them create the perfect storm of hitboxes, which is bad news for anyone who gets caught.
Ideal Fox combo moves: Neutral air, back air, up air, up smash
Ideal Sheik combo moves: Neutral air, forward air, back air, up air, grab
I mentioned earlier that these two are among the deadliest in the game, and while that’s true, they’re also amazing at saving each other. Fox can shine Sheik’s recovery, and in quite a few scenarios that’ll end up saving Sheik. Fox can also use his up-b to burn Sheik and bring her back onto the stage, although it is much riskier. Sheik’s side of the saving game revolves around needle snipes and using various aerials thanks to her low recovery on her attacks. She has enough weak hitboxes (reverse back air, soft up air) to hit your teammate and not knock them far enough to recover.
Ideal Fox saving moves: Shine, down tilt
Ideal Sheik saving moves: Needle, up air, reverse back air
A nice little built in feature about this team is how difficult it is to effectively double team either the Sheik or Fox. Sheik can interfere with skirmishes with little commitment thanks to having needles. Fox has to go through a little more risk with how he gets in, but moves like his up smash and neutral air are great for disrupting clustered fights. If you wanna make some flashy plays though, it’s also a great idea to use Sheik’s needles to intercept things like up throw rest, and Fox’s aerials to interrupt important throw combos.
The match up spread for this team dominates low tiers. When utilized correctly, has strong match ups against other Sheik, Peach, and Falco teams. Sheik is an excellent character with grabs as she can neutralize one character in a 1v1 situation to snowball the Fox’s advantage while he rushes his opponent down, or work with the Fox to gain a damage boost.
Fox/Peach: Fox/Peach is a duo that has the ability to switch up styles. You can switch throughout the offense-defense spectrum with the added bonus of having reliable saves. These two are great at protecting each other, and fighting together pushes your strength to ridiculous levels.
Pros: some of the highest reliable damage output, lots of “crowd control”, amazing save potential.
Cons: Peach’s mobility can be taken advantage of, Jigglypuff teams can be difficult
If I had to sum this team up in one core idea, this team has a ridiculous amount of damage. If Fox gets any aerial into a shine near a Peach, you can guarantee that Peach will hit with the force of a fully stocked freight train. The thing that is so important about catering to a Fox team is having a partner that can reliably combo after landing a shine on an opponent. If you’re Fox and you want to set up your Peach, shine them. If you’re Peach and you want to set up ya boi, dash attack.
Ideal Fox combo moves: Neutral air, back air, up smash, shine, grab
Ideal Peach combo moves: Neutral air, back air, down smash, dash attack, grab
It’s great to have these two characters since they cover each other’s weak points. Fox has the ability to rush to any point on the stage, force fights, and has the tools to win them. Peach creates a wall of hard-hitting hitboxes. Peach has the iron fortress known as down smash to make sure you don’t wanna approach. She also has among the best resources (she’s heavy, quick start up on aerials) to enable trades as another means to shutting down approaches. Both Fox and Peach have the capability to carry the team through their damage and space control.
In doubles, Peach’s off-stage game is unrivaled. You can become a beacon of hope for your partner. If you find an opening to get off-stage as Peach to save your teammate, you can extend your partner’s life by several neutral game exchanges. Your second jump goes far, it travels for a long time, you have a float, your parasol has incredible priority, your parasol has multpile hits, it hits softly so it’s good to use to save your teammate, you float during it. There’s little else she could ask for. Fox doesn’t hold a candle to Peach’s saving game. As Fox, you can only hope to shine Peach in very specific scenarios, use the fire from the startup of your up-b, and down tilt if she’s getting ledge hogged.
Ideal Fox saving moves: Shine, down tilt
Ideal Peach saving moves: Down air, up air, parasol
Fox/Marth: Fox/Marth is an odd one. Out of all the top tier teams, I have never seen a team with so much skill variance in its player pool. If you’re gonna play this team, you guys have to have that flow to dance between your effective spaces, and it’s gonna look beautiful when you pull it off.
pros: arguably the most reliable grab game, incredible low % kills, incredible high % kills, room for creativity in saves
cons: subject to getting double Fox’d, typically a glass cannon team
Marth has the 4th best grab range in the game. Let that sink in for a moment — he’s only surpassed by Samus, Link, and Young Link. Out of anyone that uses their arm to grab, Marth is the KING. Marth’s throws are fairly straightforward, they’re predictable in terms of their trajectory, and most importantly they set up for Fox to up smash people. Marth/Fox is incredibly deadly because of how easy it is for Marth to get grabs on people, which basically acts like a stun in the context of Melee. The options that you get from this teams setup can range from Marth grab -> Fox up smash -> Marth spike, to ridiculously easy team juggles.
Fox ideal combo moves: Neutral air, back air, up smash, up air
Marth ideal combo moves: Forward air, back air, up air, down air, forward smash
Another facet of what makes this composition great are the range of effective kill percents for both characters. At low percent, Fox has shine spikes. Marth’s ledge game takes a bit of a hit, but his spike is still an incredible tool. As the game drags out, Fox takes the reigns in the kill department with his up smash, up air, and back air. Marth sets things up (much like the setter in volleyball) via grabs and tosses (via throws, forward air, etc.).
Marth runs the saving game in this team. There’ll be situations where you are both hit to the same side and Marth will have the opportunity to hit you towards the stage without much commitment. Marth can use down tilt, dash attack, and jab effectively to cover that small area around the ledge. Jumping off the stage to hit your friend with a side b, or an up air carries the most risk, but it has its place. I almost never recommend anyone to jump off the stage to try to save your opponent unless you’re Peach, or Jigglypuff, and in some cases: Sheik.
Fox/Falco: DO YOU GUYS LIKE PRESSING BUTTONS CUZ ME TOO. This team is a force to be reckoned with, and you guys already know why. These two characters have the ability to force fights whenever, and however they’d like. Falco doesn’t have the same frame data to back up his aggression as his partner in crime, but his long range support fire more than makes up for it.
Pros: dominating neutral game, easy setups, kill potential, saves
Cons: tech skill needs to be proficient, very fragile team
Fox and Falco have among the best neutral games in Melee. Being able to win the 1v1 as both players will take you VERY far. As easy as it is to just focus on the 1v1, a lot of the cool things that this team can do revolves around teamwork, like all of the other teams. If you can set yourself up for a winning position as either character, you can basically choose how the fight will go down. You can send them away to force a 2v1, or if Falco is in position for it, an easy spike. The same goes for Falco’s perspective. Hitting a back air to set Fox for any vertical kill move is too great to pass up. Shining your opponent as Falco, to set up for the up air as Fox — you have tons of options.
If it wasn’t enough to have the neutral game they do, with the setups they have, they also have pretty much a way to kill you at every percent, given the right situation. You can say that about a lot of characters, but Fox’s and Falco’s opportunities come so often it’s hard not to acknowledge them. I’m sure you can think of countless others, but the fact stands. You have easy kills and setups, and people messing up their opportunities on you makes it possible for you to get a kill from an unfavorable situation.
The save potential for this team is REALLY limited. This is the first so far, of the truly glass cannon teams of the top tiers. The clear option for saves with this pair goes straight to the bird and his laser gun — you just can’t beat that 0 risk high reward kind of save. Fox has the tools I’ve discussed plenty of times, the up b and down tilt. Falco has the laser gun, and shine. I highly do not recommend doing shine unless it’s the only play in the book and you guys are desparate to make a play. FALCO IS BAD OFF THE STAGE. HE IS A BIRD BUT HE CAN’T FLY. DON’T JUMP OFF THE STAGE. BAD. Although the tools between this duo aren’t plenty, the quality of just having Falco’s laser being reliable is plenty enough. Saves aren’t necessarily what makes or breaks a team, it’s just a cherry on top.
Fox/Puff: I think this is one of the first teams that people will think of when considering a top tier team. There is the classic grab -> rest combo, Fox can knock off an opponent and Jigglypuff can set up for an easy edgeguard. However, I’m probably in the minority that think Jigglypuff is overrated in teams. Jigglypuff is slow, light, with low mobility. We are rapidly approaching a meta where speed coupled with options makes for a strong presence, which is something that Jigglypuff is lacking. Weaknesses like that are definitely mitigated in teams, but the problem is still there.
Pros: grab combos, possibly best comeback potential of any team, save potential, fairly good command over ground and air
Cons: extremely fragile, Jigglypuff getting knocked away makes 2v1'ing Fox easy
Fox/Falcon: “Gotta go fast” is the quote that lends well to this team. These two have the fastest grounded speeds in the game and can use it to essentially do whatever they want if they’re in a winning position. If they’re in a losing position however, Fox is going to have to be leading, while Falcon snipes poor plays from the other team.
pros: speed, kill power
cons: everyone knows how to combo and fight this duo, their recoveries can be taken advantage of
This team packs an incredible punch since they have some of the best KO moves in the game. Fox/Falcon’s moves lead into each other very well — Fox up smash -> knee, Falcon stomp -> Fox up air are just two simple but deadly combos that you can do as a team. There are more advanced sandwich combos you can do of course, but with how efficiently these two kill there’s not much need.
Ideal Fox combo moves: Neutral air, back air, up air, back throw, up throw, up smash
Ideal Falcon combo moves: Neutral air, up air, stomp, back air, knee, up throw
This is one of the few top tier teams where Fox is actually much better at saving his teammate than the other way around. Should the occasion show up, Fox can shine Falcon to give him a new up b (with Falcon smash DI’ing appropriately to recover better). It’s less risky than some other pairs to up b Falcon, but it’s still not advised.
Ideal Fox save moves: Shine, down tilt
Ideal Falcon save moves: Stomp, reverse bair, up b (who am I kidding ROFL), down tilt
Sheik/Peach: Without a doubt, the best non-Fox team. This team is the best team to fight space animals in my opinion, without having one on your team. I can’t see a reason for this team to want to approach aside from stylistic choices. If these two are sticking together, you can believe that they’re going to do some serious damage.
pros: maybe the best team in clustered situations, incredible combo potential, incredible save potential,
cons: air control, lack of immediate kill setups in neutral, very weak when split up
These two characters have great down smashes. If you put them together on Yoshi’s Story for example, you’ll realize their down smashes effectively zone half of the stage in length. Now I’m going to briefly explain why this team is so traumatizing to fight against. If you press L/R to tech, a window of “techable frames” comes up where if you hit a techable surface in the next 20 frames you’ll pop up. Neat, right? Well there’s a built in mechanic for Melee that punishes the art of spamming triggers by making it so you cannot tech for the 40 frames that follows that first window. With this team, their grounded combos can force several missed techs and make you eat several, painful, hard-hitting moves. The reason for their amazing ground AND air based combo game is because they have low start-up on their moves, in addition to having low lag at the end of their moves.
Ideal Sheik combo moves: Forward air, neutral air, up air, forward throw (watch team ugs), down smash, dash attack
Ideal Peach combo moves: Neutral air, back air, dash attack, down smash
In this team, your chances for survival as either character get boosted a ton, and it’s because of the potential of turnip snipes, needle snipes, Peach’s aerials/parasol, and Sheik’s aerials.
Sheik/Falco: This team is very “control” oriented. These two characters have great 1v1 potential, while having the ability to provide support fire should the situation come up. This team has a much harder time setting up kill scenarios, but the tempo control they can exert over a match is a very different strength than that of the other top tiers.
pros: support fire, “crowd control”, potential for gimps
cons: difficult to force kills, Falco is notorious for dying early in teams
This team draws strength from their ability to nullify separation. Laser support, needle storm — these projectiles are some of the most disruptive in the game. The laser gun is so crucial to Falco’s teams kit because it can’t be stopped by hitboxes (e.g. Peach turnip getting hit by Marth). Powershielding is going to go down in accuracy because you really have to be looking for the laser to powershield it, which becomes nearly impossible thanks to how much is going on. Needles are small and can have a charge of 6 total projectiles, all with hitstun, and a multitude of applications. These two can also use these projectiles to save teammates from certain doom.
This team’s ability to kill people is a lot more situational than other teams, and that’s because it requires forcing the opponents off-stage at a percent they’re not going to be able to tech. When you reach the upper echelons of Melee, people are going to realize that being in the middle of the stage against Sheik/Falco is very good since it plays around one of this team’s strengths.
Sheik/Jigglypuff: This team, from my experience, is one of the higher tier teams that will either look amazing or really bad. When this team is calling the shots, people are going to be dying in seconds. They’re going to own the ledge and dance around it. Sheik/Jigglypuff can really wait for their turn to strike, as Sheik is well-suited to the ledge and Jigglypuff can hover in the air. When they’re the ones getting run over though, you can bet that teams are gonna take advantage of how badly these two are at getting in.
pros: quick kills, great ledge play, high save potential
cons: subject to getting crouch cancelled, lacking top tier kill potential aside from rest
Sheik is pretty good at grabbing. Her movement lends well to burst movements, which helps in teams when people aren’t paying full attention. When you have to deal with Sheik and Jigglypuff’s stray aerials, shielding becomes a lot more appealing. The answer for shielding is the grab, which puts the opponent in a laughably easy position to get rested. Sheik/Jigglypuff also will decimate you off-stage, given the opportunity. These two have some of the best ledgeguarding in terms of risk-reward in teams.
Ideal Sheik combo moves: Forward air, neutral air, down smash, dash attack, grab
Ideal Jigglypuff combo moves: Forward air, back air, rest
If you’ve ever seen a good Sheik or Jigglypuff, you’ll understand that their toolsets just fit ledge play. They have the jumps and aerials to attack safely wih ledge invincibility, Sheik has one of the safest ledge stalls in the game, Jigglypuff has 5 jumps, the list goes on. If you fall off the stage, you shouldn’t be coming back on.
Sheik can throw needles, Jigglypuff has 5 jumps and lots of soft hitboxes. There’s not much else I can say about this team’s save potential because a lot of it is really straightforward and easy to account for.
Sheik/Falcon: This team is really good at pushing people horizontally. Pairing these two is a risk in teams because they tend to be more of the supporting characters in teams. This duo is fairly solid pick against floaty teams, but suffer heavily against space animal oriented teams.
Pros: Great at fighting floaties, these two can set each other up well
Cons: Poor at fighting space animals, hard to force kills, recovering is especially bad with this team
One of the best reliable teams for fighting floaties, these two are adept at maneuvering around slower characters and getting grabs. Both of these characters have solid options in their individual grab game, and having the other character makes it more reliable. These characters also combo into each other pretty easily.
Ideal Sheik combo moves: Forward air, neutral air, up air, up smash, down smash, forward tilt, grab
Ideal Falcon combo moves: Knee, up air, stomp, back air, grab
Most of the saves are going to come from Sheik’s tool set. Sheik can needle Falcon, and it’s much less of a risk for Sheik to jump off the stage to hit Falcon compared to the other way around. Both of these characters however, have very awful recoveries and both of you getting put in a situation where you need to recover is going to snowball so poorly.
Peach/Falco: This team has a pretty high potential for saving each other, though it means less when you don’t have the same kill potential as Peach/Fox. Both of these characters can nullify one opponent if the Peach/Falco knows how to combo with controlling the person in mind.
Pros: Long hitstun combos, great save potential, Falco’s recovery gets a big buff
Cons: Weak to Falcon teams, both characters lack strong movement options
These two characters have the ability to draw out some of their combos and make it so the person they’re comboing doesn’t have the option to really do anything to help their teammate. Falco can still support from long range in this team, but Peach’s turnips get a nerf in teams. Typically, you won’t really get the time to pull a turnip — even when you do get pulls, it’s almost always better to have one of Peach’s strong hitboxes out to stop fights or continue combos.
Peach has all the tools to make sure that, if Falco doesn’t die immediately offstage, then Falco has a much higher chance at surviving. Mitigating his biggest weakness in teams is crucial to extending his overall usefulness. Falco, naturally, has his lasers to aid Peach in getting more down smashes and more up-bs.
Falcon is a character that gives both of these characters in teams specifically a difficult time. His ability to put these two in kill scenarios comes up often with his knee, and Falco isn’t going to have the same laser control against him in teams.
Peach/Jigglypuff: This is a team of attrition. These two are going to last longer on big stages than most characters, but they lack top tier mobility. These two won’t kill at low percents like some of the other top tier teams, but they more than make up for it with their defensive game.
Pros: They’re going to live a long time, they’re great at stalling between stocks for safety, there are situations where they can hit as hard as the best teams
Cons: Slow, die “early” on small stages, not a very combo oriented team
These two have incredible recoveries. Some of the best in the game, if not the best. What this means, is that you’re going to have to win the neutral game against them several times since they won’t have to fight hard to recover on stage. This can be very frustrating to opponents of this team, which should always be considered when fighting against these two. These two are also among the safest when you’re waiting in between respawn for your partner because how great they are at stalling. Saving each other is also very straightforward with this team, and adds a lot of value per stock.
Ideal Peach saving moves: Down air, up air, up-b
Ideal Puff saving moves: Pretty much any of them
Peach/Falcon: This team is gonna have a difficult time with the other top tier teams. Neither of these characters are exactly spectacular in the neutral and people would consider them more support-esque characters. Peach doesn’t have the best kill moves, her movement gets exposed when people decide to 2v1 Falcon, and Falcon can’t really disrupt when Peach gets focused.
Pros: Peach sets up really well for Falcon, Peach helps Falcon recover better, lethal on small stages, tanky team
Cons: Easy to 2v1 one of these characters, hard to force kills, weak to Sheik teams
Peach has great launchers. This makes Falcon’s life that much simpler. In my opinion, Peach does a great job of tossing opponents to Falcon for a quick knee. Peach is great at racking up damage, Falcon has a great finisher game.
Ideal Peach combo moves: Dash attack, back air, neutral air, grab
Ideal Falcon combo moves: Stomp, up air, knee, grab
Peach in this dynamic is going to be doing all the off-stage work with float aerials, parasol, and turnips. Falcon should never be jumping off the stage to do any saves, except maybe the one in a thousand situation where jumping off to stomp Peach is a good idea.
Ideal Peach save moves: down air, parasol, up air
On small stages, Peach’s down smash is going to take up more of the stage, which means there’s a higher chance that she’s going to do big damage. Dash attack makes for a simple, but effective launcher for knees which should be ending stocks early. Falcon can look for moments where people are trying to punish Peach’s crouch cancel down smash and stomp through platforms to get easy knees.
This team also has the added benefit of being a really tanky team. These two on big stages have their survivability greatly boosted since Falcon can Falcon Kick for added jumps. Peach is heavy and typically won’t die that early, and if that wasn’t enough she can help Falcon recover in a lot of situations as well.