Turnips are the go-to nickname for Peach's Down Special Move, the Vegetable. For basic information about the Vegetable move, go to the Vegetable page. This page contains techniques for advanced use of Turnips in competitive Melee play.
Turnips are some of the most versatile projectiles in the game. They can be used in almost any situation: edgeguarding, leading in, throwing out of the player's shield, etc.; the downside, however, is that Peach first has to pluck them from the ground. Turnips are also quite slow when thrown, in effect making them the slowest projectiles in the entire game. Turnips very rarely lack a use; the player should therefore be pulling turnips at any free moment: when the player has the space/time and nothing more useful to do (like continuing a combo or edgeguarding).
Short Hop Turnip throws are nice for short range lead-ins against grounded opponents, while full jump tosses are useful for getting inside from further away by occupying your opponent with the oncoming vegetable. A Short-Hopped Turnip is also faster than a standing turnip in terms of startup frames. They are both useful for distracting opponents and starting combos. Turnips are also primarily used in conjunction with Float Canceled aerials, but note that you cannot throw turnips while floating (though you can drop them; see the Vidjocancel). When you jump with the intention of leading in with a turnip, remember the following:
- Hold the button
- Throw the turnip
- Press Down to float
- Continue with any one of your aerials.
The player can also throw a turnip into a double-jumped aerial.
While player can use aerials first and throw a turnip afterward, this method is less useful since the player is literally throwing away your ability to lead in with an attack that cannot be punished effectively. But sometimes, the player may want--or need--that extra damage, and it is easier to lead in with an aerial; a prime example of such a scenario would be a match against Mario: his cape effectively shuts down nearly all turnips, but his poor range and decent priority lose to Peach's aerials.
Turnips also prove extremely useful in edgeguarding. Sometimes throwing turnips out while characters are recovering from far away works wonders, but your best bet is generally to wait until he or she comes to the stage, jump out a little, and throw the turnip downward. This ruins the recovery of many-a character, but you must make sure that it hits him or her away from the stage. Hitting an opponent toward the stage can make him or her rebound downwards, but oftentimes your opponent will tech wall jump and recover normally. Also, many characters with amazing vertical recovery--like Marth--can easily use their Up B to foil your plan. While edgeguarding with turnips generally works, the player must exercise caution because some people have become fairly adept at simply catching the turnips in mid-air. Some Samus players can catch your turnips and bomb off of them to recover even more! And, as already stated, other characters are proficient at reflecting the thrown vegetables, such as Mario and Doc.
Turnips Out of Shield
Turnips are useful even while shielding, mainly because the player can shield cancel with a jump or turnip throw. If the player presses A with a turnip in hand and your shield up, you will throw your turnip. This is generally only useful when someone has you trapped in your shield and you cannot seem to rid yourself of your turnip and simply attack, or when the opponent is outside of grab range. But an interesting tactic requires the player to shield, jump, and press Z (or simply hold jump) without any direction to item-drop the vegetable, a 1-frame(!) action. Depending on when you hit Z, the turnip will either drop right in front of you (if you hit Z immediately or just hold R) or right behind you (if you hesitate). The beauty lies in the fact that the drop basically lacks an animation, and the stun from the hit allows you to follow up with a Float Canceled Down Aerial A into basically any attack or grab. It is a nice variation on the simple shield grab; it can likewise result in some nice damage-building.
Also, though this technique, just like item-dropping, can be used by any character with any item, the player can throw your turnip while rolling (dodging). Using this maneuver, the player can actually throw a turnip (or whatever other item you may be holding) in the direction opposite the one which you are facing. To do this, initiate the roll and either immediately hit A (or Smash Forward A for a Smash Throw) or delay it slightly to roll just barely before throwing said item.
Hitting any jump button followed by Up A (or the C-stick) will make Peach throw the turnip upward.
Also, Smashing Forward and hitting A will make Peach throw the item with her dash-throw animation, which has much more lag.
Turnip Throw Cancel
This is a nice little trick with limited use. The idea is to throw your arm backward to begin your turnip throw animation, but the never leaves Peach's hands. There are probably ways to do this in other situations, but there is only one known way to perform the move with certainty. Once you grab a turnip, Short Hop with Peach. At the peak of her jump (or just as she starts to descend), fast fall and throw the turnip down at the same time (just slam Down and Z together) and she will land on the ground, begin her throw animation, but keep the turnip in hand. Once again, this technique is mostly for show, but it can at least add to your arsenal of mindgames.
Reverse Turnip Throw Edgehog
This tactic is similar in use to how other characters may mindgame before edgehogging, such as a Yoshi walking off the stage and double-jumping to grab the ledge immediately or a Sheik reverse needle-canceling a ledgegrab. The advantage with this technique is that you can grab the ledge quickly and gain the fabled ledgegrab invincibility. In this way, Peach cannot get upsot by the hitbox of the opponent's Up B, and you can just as easily return to the stage to attack the opponent on the off-chance that he or she does make it back. The execution is simple; the timing, difficult. Turnip in hand, dash off the stage. The second you begin to fall, double-jump and throw a turnip toward the stage. If timed properly, you should grab the ledge fairly quickly. The hard part comes in timing the double-jump: if you throw your turnip too early, you will not grab the ledge; throw it too late, however, and you will fail to grab the ledge quickly enough for it to be useful. If your turnip barely clears over the ledge, you should be (roughly) timing this technique correctly.
Turnip Pull Cancel
This is a tactic that's useful for moving away while pulling a turnip, which is useful for obvious reasons. There are two ways to do it. The first is to dash towards the ledge, and the moment before you start to fall off, pull a turnip. The limited amount of slide Peach has should tip her over the edge while in her turnip pulling animation. This works with any platform. The other is done while floating, and then while floating backwards, landing on the edge of a platform or stage while facing away from it, and pulling a turnip. The limited sliding from the landing should tip you over and continue your pull animation. This doesn't work if you face the ledge, because generally when you land from the float when facing the ledge, you'll simply be stopped by the "falling over" animation.