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'''Peach''' ({{ja|ピーチ|Pīchi}}, ''Peach'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed on September 12th, 2013, the day before the 28th anniversary of ''{{s|supermariowiki|Super Mario Bros.}}'', the landmark NES game in which she debuted. She is among the first wave of compatible [[amiibo]] figures. | '''Peach''' ({{ja|ピーチ|Pīchi}}, ''Peach'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed on September 12th, 2013, the day before the 28th anniversary of ''{{s|supermariowiki|Super Mario Bros.}}'', the landmark NES game in which she debuted. She is among the first wave of compatible [[amiibo]] figures. | ||
Samantha Kelly reprises her role as Peach in ''Smash 4'', albeit via voice clips from ''[[Super Smash Bros. Brawl]]''.<ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref> | Samantha Kelly reprises her role as Peach in ''Smash 4'', albeit via voice clips from ''[[Super Smash Bros. Brawl]]''. <ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref> | ||
Peach is ranked at 20th place out of | Peach is ranked at 20th place out of 55 characters on the [[tier list]], placing her at the bottom of the B tier. This is a significant improvement from her previous 19th of 38 in ''Brawl'', where she is ranked as the lowest character in upper mid-tier. Peach's ability to [[float]] gives her a uniquely strong air game and allows her to pressure opponents safely; this along with her [[Vegetable]] projectiles makes for a good [[neutral game]] in most matchups. Peach has great combos and can perform complicated combos with high damage output. She also has surprisingly good KOing ability due mainly to the high knockback of her forward aerial. | ||
However, Peach suffers from light weight, slow ground movement and difficulty landing safely, which can lead to her being overwhelmed by aggressive opponents. | However, Peach suffers from light weight, slow ground movement and difficulty landing safely, which can lead to her being overwhelmed by aggressive opponents. | ||
Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to {{Sm|Samsora}}, who has achieved great placings at majors like [[GameTyrant Expo 2017]]. Due to this, many believe that her current place on the tier list is too low. | Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to {{Sm|Samsora}}, who has achieved great placings at majors like [[GameTyrant Expo 2017]]. Due to this, many believe that her current place on the tier list is too low. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Peach has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but she was [[buff]]ed overall relative to the cast. Peach's overall mobility has improved due to having a better double jump, quicker dashing speed, and better air speed. Her ground game has been particularly improved thanks to her stronger smash attacks, faster Peach Bomber and her tilt attacks leading to many follow ups (due to the changes to [[hitstun canceling]]). Furthermore, her dash attack, forward aerial and back throw received significant increases in knockback, improving her KO power and reducing one of the main weakness she had in ''Brawl''. Peach's approaches from below are also safer with the gain of a new [[up aerial]]. She also has a slightly easier time defending against juggles and aerial followups due to her improved air dodge and slightly faster falling speed. Her grab game is also better as while her dash grab and standing grab are laggier, her forward | Peach has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but she was [[buff]]ed overall relative to the cast. Peach's overall mobility has improved due to having a better double jump, quicker dashing speed, and better air speed. Her ground game has been particularly improved thanks to her stronger smash attacks, faster Peach Bomber and her tilt attacks leading to many follow ups (due to the changes to [[hitstun canceling]]). Furthermore, her dash attack, forward aerial and back throw received significant increases in knockback, improving her KO power and reducing one of the main weakness she had in ''Brawl''. Peach's approaches from below are also safer with the gain of a new [[up aerial]]. She also has a slightly easier time defending against juggles and aerial followups due to her improved air dodge and slightly faster falling speed. Her grab game is also better as while her dash grab and standing grab are laggier, her forward, up and especial back throws are stronger and the removal of hitstun canceling has made down throw a more potent combo throw. | ||
However, Peach has seen various nerfs as well. Her damage output and frame data are overall worse with many attacks dealing less damage and/or being laggier. While her aerial mobility was improved, her overall aerial game was not. Her aerials have higher landing lag overall and they [[auto-cancel]] later with her forward aerial in particular suffering from its later auto cancel window. Neutral aerial is slower and both it and back aerial can no longer link their clean hits into their late hits, up aerial has less combo potential and down aerial is weaker and its final hit has higher knockback making it a less effective combo tool (although this is largely compensated with the general mechanic changes). Lastly, [[Vegetable]] now takes longer to pluck as Peach has lost all of the advanced techniques she once had, worsening her projectile game. | However, Peach has seen various nerfs as well. Her damage output and frame data are overall worse with many attacks dealing less damage and/or being laggier. While her aerial mobility was improved, her overall aerial game was not. Her aerials have higher landing lag overall and they [[auto-cancel]] later with her forward aerial in particular suffering from its later auto cancel window. Neutral aerial is slower and both it and back aerial can no longer link their clean hits into their late hits, up aerial has less combo potential and down aerial is weaker and its final hit has higher knockback making it a less effective combo tool (although this is largely compensated with the general mechanic changes). Lastly, [[Vegetable]] now takes longer to pluck as Peach has lost all of the advanced techniques she once had, worsening her projectile game. | ||
The general mechanic changes of ''SSB4'' both helped and hindered Peach. On the negative side, the removal of edgehogging makes it much more difficult for Peach to edgeguard while benefiting her recovery less than most other characters. Peach is also too slow to benefit from the new untechable [[reel]]ing animation while still lacking reliable tools to [[lock]] opponents. The removal of chain grabbing does not highly benefit Peach as she was not only already immune to most chain grabs due to her floaty status but it also removes her ability to chain grab with down throw. Lastly, the most significant change which hindered her was the removal of [[glide toss]]ing as she was one of the most prominent users of the technique in ''Brawl'' and it overall further worsens her projectile game. Due to her status as a lightweight, Peach's lackluster endurance prevents her from making effective use of the rage mechanic herself. On the other hand, her opponents can use the [[rage]] mechanic to K.O. Peach relatively early. | The general mechanic changes of ''SSB4'' both helped and hindered Peach. On the negative side, the removal of edgehogging makes it much more difficult for Peach to edgeguard while benefiting her recovery less than most other characters. Peach is also too slow to benefit from the new untechable [[reel]]ing animation while still lacking reliable tools to [[lock]] opponents. The removal of chain grabbing does not highly benefit Peach as she was not only already immune to most chain grabs due to her floaty status but it also removes her ability to chain grab with down throw. Lastly, the most significant change which hindered her was the removal of [[glide toss]]ing as she was one of the most prominent users of the technique in ''Brawl'' and it overall further worsens her projectile game. Due to her status as a lightweight, Peach's lackluster endurance prevents her from making effective use of the rage mechanic herself. On the other hand, her opponents can use the [[rage]] mechanic to K.O. Peach relatively early. | ||
On the positive side however, she heavily benefits from rage if she can survive long enough make use of it due to her kill moves being even stronger and her [[Peach Parasol]] being able to kill opponents at insanely early percents. The changes to hitstun and the weakening of [[DI]] also heavily benefits her combo game as many more of her moves can link into each other while she remains fairly difficult for most characters to combo. The weakening of SDI also benefits moves such as her down smash and down aerial with the latter also benefiting from the changes to hitstun. | On the positive side however, she heavily benefits from rage if she can survive long enough make use of it due to her kill moves being even stronger and her [[Peach Parasol]] being able to kill opponents at insanely early percents. The changes to hitstun and the weakening of [[DI]] also heavily benefits her combo game as many more of her moves can link into each other while she remains fairly difficult for most characters to combo. The weakening of SDI also benefits moves such as her down smash and down aerial with the latter also benefiting from the changes to hitstun. | ||
Despite the nerfs to her damage output, frame data and projectile game, Peach is a stronger character overall relative to the cast having greater KO potential and being less susceptible to juggling and the changes to the game's mechanics help her more than they hinder her as she received multiple significant benefits from them while only receiving one significant hindrance. As a result, she has seen greater results in competitive play. | Despite her the nerfs to her damage output, frame data and projectile game, Peach is a stronger character overall relative to the cast having greater KO potential and being less susceptible to juggling and the changes to the game's mechanics help her more than they hinder her as she received multiple significant benefits from them while only receiving one significant hindrance. As a result, she has seen greater results in competitive play. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{change|With the exception of her orange costume, all of her alternate costumes now have the same earring color as her default costume.}} | *{{change|With the exception of her orange costume, all of her alternate costumes now have the same earring color as her default costume.}} | ||
*{{change|Like other characters, Peach is more expressive. For example, she now scowls during certain attacks.}} | *{{change|Like other characters, Peach is more expressive. For example, she now scowls during certain attacks.}} | ||
*{{change|Peach | *{{change|Peach has a new running animation that is reminiscent of her running animation from ''{{s|supermariowiki|Super Mario 3D World}}''.}} | ||
*{{change|Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.}} | *{{change|Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.}} | ||
*{{change|The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in ''Melee'' and ''Brawl''.}} | *{{change|The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in ''Melee'' and ''Brawl''.}} | ||
*{{ | *{{bugfix|Both of Peach's KO screams in ''Brawl'' had swapped places; the alternate KO scream is the main KO scream and vice versa, matching the order on the game files.}} | ||
*{{change|Peach's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}} | *{{change|Peach's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}} | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.}} | **{{buff|Forward tilt's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.}} | ||
**{{buff|The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).}} | **{{buff|The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).}} | ||
**{{buff|The changes to [[hitstun canceling]]/[[Directional Influence]] improves forward tilt's ability to set up juggles.}} | **{{buff|The changes to [[hitstun canceling]]/[[Directional Influence]] improves forward tilt's ability to set up juggles.}} | ||
**{{change|The late hit now launches opponents towards Peach (90° → 92°).}} | **{{change|The late hit now launches opponents towards Peach (90° → 92°).}} | ||
**{{change|The late hit has a higher hitlag multiplier (1x → 1.2x).}} | |||
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-8 (clean)/9-16 (late) → 7 (clean leg)/8-9 (clean leg and foot)/10-15 (late)).}} | **{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-8 (clean)/9-16 (late) → 7 (clean leg)/8-9 (clean leg and foot)/10-15 (late)).}} | ||
***{{nerf|The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.}} | ***{{nerf|The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.}} | ||
**{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less | **{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less favourable angles (90°/100°/80°). This hinders the body/leg hitboxes' KO potential despite their increased knockback (35 (base), 85 (scaling) → 50/102) and even the foot hitbox is weaker than the previous body hitbox.}} | ||
**{{nerf|The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.}} | **{{nerf|The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.}} | ||
**{{nerf|The late hit's leg and body hitboxes have been removed.}} | **{{nerf|The late hit's leg and body hitboxes have been removed.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has less startup lag (frame 10 → 9).}} | **{{buff|Up tilt has less startup lag (frame 10 → 9).}} | ||
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**{{buff|The body hitbox deals more knockback (60 (base), 70 (scaling) → 65/84) which along with the previous change, greatly improves its KO potential.}} | **{{buff|The body hitbox deals more knockback (60 (base), 70 (scaling) → 65/84) which along with the previous change, greatly improves its KO potential.}} | ||
**{{buff|The body hitbox has been positioned lower (y offset: 17 → 13) and it now uses an extended hitbox, making it much easier to land, especially against grounded opponents.}} | **{{buff|The body hitbox has been positioned lower (y offset: 17 → 13) and it now uses an extended hitbox, making it much easier to land, especially against grounded opponents.}} | ||
**{{nerf|The heart blast deals much less damage (13% → 8%) and its knockback was | **{{nerf|The heart blast deals much less damage (13% → 8%) and its knockback was barely increased (60 (base), 70 (scaling) → 40/84), greatly hindering its KO potential despite its more favorable launch angle.}} | ||
**{{nerf|The heart blast is smaller (11u → 8u).}} | **{{nerf|The heart blast is smaller (11u → 8u).}} | ||
**{{nerf|As the sweetspot is now positioned on Peach's body, the move is much harder to sweetspot with (especially against larger characters), due to the sweetspot being smaller and having lower priority (ID# 0 → 1).}} | **{{nerf|As the sweetspot is now positioned on Peach's body, the move is much harder to sweetspot with (especially against larger characters), due to the sweetspot being smaller and having lower priority (ID# 0 → 1).}} | ||
**{{nerf|Up tilt no longer grants intangibility to Peach's head and arm.}} | **{{nerf|Up tilt no longer grants intangibility to Peach's head and arm.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Peach's arm is now [[intangible]] from frames 9-14 when performing down tilt.}} | **{{buff|Peach's arm is now [[intangible]] from frames 9-14 when performing down tilt.}} | ||
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**{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.}} | **{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.}} | ||
***{{buff|However, when combined with the changes to [[hitstun canceling]]/DI, this improves the move's combo potential against aerial opponents.}} | ***{{buff|However, when combined with the changes to [[hitstun canceling]]/DI, this improves the move's combo potential against aerial opponents.}} | ||
****{{nerf|However against grounded opponents, this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed, hindering the move's effectiveness against grounded opponents overall.}} | ****{{nerf|However against grounded opponents, this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed, hindering the move's effectiveness against grounded opponents overall.}} | ||
**{{nerf|The aerial hitbox is smaller (5.1u → 4.5u), and it has been moved closer to Peach (x offset: 2 → 0), noticeably reducing its range.}} | **{{nerf|The aerial hitbox is smaller (5.1u → 4.5u), and it has been moved closer to Peach (x offset: 2 → 0), noticeably reducing its range.}} | ||
**{{nerf|Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.}} | **{{nerf|Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.}} | ||
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**{{nerf|Down tilt has a new animation where Peach performs a straighter arm swipe. This gives the move less vertical range, especially considering the removal of the arm and body hitboxes.}} | **{{nerf|Down tilt has a new animation where Peach performs a straighter arm swipe. This gives the move less vertical range, especially considering the removal of the arm and body hitboxes.}} | ||
***{{nerf|This new animation is also longer, (34 frames → 41), increasing the amount of time Peach cannot walk after performing the move.}} | ***{{nerf|This new animation is also longer, (34 frames → 41), increasing the amount of time Peach cannot walk after performing the move.}} | ||
***{{nerf|Peach also does move nearly as far forward | ***{{nerf|Peach also does move nearly as far forward wen performing the move, slightly reducing its horizontal range, despite its increased disjoint, and making it much less effective as a pseudo crawl.}} | ||
***{{nerf|Peach also does not move nearly as far back after performing the move, making it easier to whiff punish and removing the backwards slide Peach could do by interrupting the down tilt at the right time, removing down tilt's use as an advanced movement option.}} | ***{{nerf|Peach also does not move nearly as far back after performing the move, making it easier to whiff punish and removing the backwards slide Peach could do by interrupting the down tilt at the right time, removing down tilt's use as an advanced movement option.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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***{{nerf|However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.}} | ***{{nerf|However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.}} | ||
***{{nerf|Additionally, this also means that the first hit can no longer occasionally [[lock]] and [[trip]].}} | ***{{nerf|Additionally, this also means that the first hit can no longer occasionally [[lock]] and [[trip]].}} | ||
**{{nerf|The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).}} | **{{nerf|The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).}} | ||
**{{nerf|The head hitbox on both hits | **{{nerf|The head hitbox on both hits been removed.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash cycles regularly between the tennis racket, golf club, and frying pan, instead of picking them at random, making the move much more consistent.}} | **{{buff|Forward smash cycles regularly between the tennis racket, golf club, and frying pan, instead of picking them at random, making the move much more consistent.}} | ||
**{{nerf|Forward smash has a shorter duration (frames 15-19 → 15-17) and it has more ending lag (FAF | **{{nerf|Forward smash has a shorter duration (frames 15-19 → 15-17) and it has more ending lag (FAF 40 → 46).}} | ||
**{{nerf|The body hitbox has been removed on all variants.}} | **{{nerf|The body hitbox has been removed on all variants.}} | ||
**{{change|Peach now swings all three items in with one hand instead of both.}} | **{{change|Peach now swings all three items in with one hand instead of both.}} | ||
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**{{buff|The frying pan deals much more knockback (30 (base), 68 (scaling) → 70/65).}} | **{{buff|The frying pan deals much more knockback (30 (base), 68 (scaling) → 70/65).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97). | **{{buff|Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97). The 15% sweetspot is larger (5u → 5.8u) and deals slightly more knockback as well (40 (base), 100 (scaling) → 50/97), now being more powerful than the 17% sweetspot. The late hit also has higher base knockback (40 → 60).}} | ||
**{{nerf|Up smash's 17% sweetspot is smaller (4u → 2.5u) and deals less knockback (40 (base), 100 scaling) → 27/97) significantly hindering its KO potential and no longer being one of the strongest up smashes. It also now takes priority over the 15% sweetspot which is not ideal due to its reduced strength.}} | |||
**{{ | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has a | **{{buff|Down smash has a greater amount of possible hits (4 → 5). The first few hits now have set knockback (38 (base), 80 (scaling) → 30/20 (set)/100) and have altered angles (145° → 15°/170°) making them connect far more reliably. The final hit deals drastically more knockback (38 (base), 80 (scaling) → 40/180) making it stronger despite dealing less damage. Each hit also has a longer duration (1 frame → 2).}} | ||
**{{nerf|Down smash deals less damage (5% → 2%/3% (hits 1-4), 3% (hit 5), 20% → 11%-15% (total)). It also has more ending lag (FAF 44 → 55) and the last hit is no longer a [[semi-spike]] (145° → 361°).}} | |||
**{{nerf|Down smash deals less damage (5% | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{nerf|Except for neutral aerial, all of her aerials [[auto-cancel]] later (forward aerial: 20 frames → 41 frames, back aerial: 20 frames → 30 frames, up aerial 23 frames → 41 frames, down aerial: 32 frames → 38 frames). These changes make it more difficult to auto-cancel out of her float, weakening its use for shield pressure (particularly with her forward and back aerials).}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial has more startup lag and a shorter duration (frames 3-23 → 5-19). The late hit also deals less damage (9%/10% → 5%/6%) with no compensation on its knockback. Peach can also no longer connect both hits of neutral aerial significantly reducing its maximum damage output (22% → 13%).}} | |||
***{{buff|The late hit's lower power allows it to lock for longer.}} | |||
**{{nerf|Neutral aerial has more startup lag | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84) | **{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84) and has a longer duration (frame 16-19 → 16-20).}} | ||
**{{nerf|Forward aerial has slightly more ending lag (FAF 55 → 58). It is also a far worse spacing tool due to its worse auto-cancel window.}} | |||
**{{nerf|Forward aerial has more ending lag (FAF 55 → 58). | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{ | **{{nerf|Back aerial's clean and late hitbox durations are shorter (frames 6-8 → 6-7 (clean), frames 9-19 → 8-13 (late). Back aerial's clean hit also deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92). It is also no longer possible to connect both hits of back aerial and it no longer has a small hitbox in front of Peach.}} | ||
**{{nerf|Back aerial has increased landing lag (9 frames → 18).}} | |||
**{{nerf| | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{ | **{{buff|Peach gained a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively. It has greater horizontal reach, a longer duration (frames 8-12 → 10-19) a disjointed [[hitbox]], and better [[juggling]] abilities. The first hit allows Peach to follow up with an attack that comes out on frame 10 or below, if she cancels it into the ground quickly.}} | ||
**{{nerf|New up aerial deals less damage (11%/12%/13% → 4% (hit 1), 6% (hit 2), 10% (total)) and the base knockback on the second hit was not fully compensated (0 → 30). It also has more startup lag (frame 8 → 10), ending lag (FAF 35 → 46) and harder to land than before due to having less range below Peach. All these changes hinder its combo potential.}} | |||
**{{nerf|Up aerial has increased landing lag (9 frames → 12).}} | |||
**{{nerf| | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial | **{{buff|Down aerial is much harder to [[SDI]] out of, and its last hit deals slightly more knockback (40 (base), 120 (scaling) → 60/110) improving its KO potential. The changes to hitstun cancelling also improves its combo potential beyond low percents.}} | ||
**{{nerf|Down aerial's first three hits deal less damage (3% → 2%/1%) and its down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform. The last hit's higher base knockback also hinders its combo potential as it now puts opponents into [[tumble]] at 0% making follow ups more difficult.}} | |||
**{{nerf|Down aerial has increased landing lag (9 frames → 13).}} | |||
**{{nerf|Down aerial | |||
**{{nerf| | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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**{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}} | **{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}} | ||
**{{change|Peach releases her opponent from back throw slightly later (frame 21 → 22).}} | **{{change|Peach releases her opponent from back throw slightly later (frame 21 → 22).}} | ||
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}} | **{{nerf|The hitbox has more startup lag (frame 19 → 20).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}} | **{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}} | **{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}} | ||
**{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}} | **{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}} | ||
**{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}} | **{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}} | ||
**{{nerf|The removal of [[chaingrab]]bing has hindered down throw's racking potential at lower percents.}} | **{{nerf|The removal of [[chaingrab]]bing has hindered down throw's racking potential at lower percents.}} | ||
**{{nerf|The hitbox has a shorter duration (frames 33-42 → 33-35).}} | **{{nerf|The hitbox has a shorter duration (frames 33-42 → 33-35).}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{nerf|Peach has a new edge attack: a hand swipe. Compared to her previous fast edge attack, it has more startup lag with a shorter duration (frames 10-16 → 18-20) | **{{nerf|Peach has a new edge attack: a hand swipe. Compared to her previous fast edge attack, it has more startup lag with a shorter duration (frames 10-16 → 18-20), less range, a less favorable angle (361° → 45°) and it has more ending lag to match other edge attacks (FAF 55 → 56).}} | ||
**{{buff|Edge attack has increased intangibility (frames 1-8 → 1-15) and as with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | |||
**{{buff|Edge attack has increased intangibility (frames 1-8 → 1-15 | |||
===Special moves=== | ===Special moves=== | ||
*[[Toad (move)|Toad]]: | *[[Toad (move)|Toad]]: | ||
**{{buff|Toad | **{{buff|[[Toad (move)|Toad]]'s spores deal more knockback at close range and also turns Peach around when she is hit from behind. Toad also deals 3 more possible hits and 2% more damage if all the hits connect (18 → 20%) and the final hit deals much more knockback (40 (base), 180 (scaling) → 15/300). Toad's counter also has less startup lag with a longer duration (frames 11-31 → 10-34).}} | ||
**{{buff|Toad has less ending lag (FAF 65 → 61 (counter), FAF 66 → 61 (connect)).}} | |||
**{{nerf|Toad has less intangibility if it connects (frames 1-4 → 1-3).}} | |||
**{{buff| | |||
**{{nerf|Toad | |||
*[[Peach Bomber]]: | *[[Peach Bomber]]: | ||
**{{buff|[[Peach Bomber]] has much less startup lag (frame 24 → 14 (grounded), frame 34 → 20 (aerial)) which also reduces its ending lag if Peach lands with it | **{{buff|[[Peach Bomber]] has much less startup lag (frame 24 → 14 (grounded), frame 34 → 20 (aerial)) which also reduces its ending lag if Peach lands with it and Peach Bomber has gained the ability to consistently hit shields.}} | ||
**{{nerf|[[Peach Bomber]] has more landing lag (33 frames → 35) and much more ending lag in the air (27 frames → 50), making it less useful for recovery. It also deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°) although its knockback was compensated (50 (base), 40 (scaling) → 60/69).}} | |||
**{{nerf|Peach Bomber has more landing lag (33 frames → 35) | |||
*[[Peach Parasol]]: | *[[Peach Parasol]]: | ||
**{{ | **{{buff|Peach Parasol's jump is faster and covers more height. The introduction of [[rage]] also greatly benefits Peach Parasol as it can potentially kill opponents at 0%.}} | ||
**{{buff|Peach Parasol's final hit has a longer duration (frames 31-32 → 31-33).}} | |||
**{{change|Peach Parasol's open hit deals much more knockback (35 (base), 40 (scaling) → 90/100) improving its KO potential but removing its ability to chain into itself.}} | |||
**{{nerf|Peach Parasol's first hit has a shorter duration (frames 7-10 → 7-9).}} | |||
**{{buff| | |||
**{{ | |||
**{{nerf| | |||
**{{nerf|Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.}} | **{{nerf|Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.}} | ||
**{{nerf|Peach Parasol's last hit deals less knockback (60 (base), 120 (scaling) → 90/70). While this improves its KO potential near the upper blast zone, it significantly hinders its overall KO potential.}} | |||
**{{change|Peach Parasol no longer has a [[slash]] effect, instead having a [[magic]] effect.}} | |||
*[[Vegetable]]: | *[[Vegetable]]: | ||
**{{ | **{{buff|[[Vegetable]] has an increased chance of pulling out "Stitchface" turnips, [[Bob-omb]]s and [[Mr. Saturn]]s (although the chances are still very low).}} | ||
**{{nerf|Vegetable has more ending lag (FAF 30 → 43) | **{{nerf|Vegetable has more ending lag (FAF 30 → 43) and can no longer spawn [[Beam Sword]]s. Additionally, Peach can no longer perform the "instant turnip pull" glitch to further reduce the startup lag. She also lost her [[Turnip Free Pull]] and bone-waling techniques hindering her mobility while plucking Vegetable. Lastly, the removal of [[glide toss]]ing significantly hinders Peach's approach potential with Vegetables or any other item.}} | ||
**{{change|Vegetable makes a different sound effect when Peach is plucking them out of the ground. It now makes the same sound effect as in the international version of [[Super Mario Bros. 2]]. It still makes the normal sound effect of picking up items if she pulls out a Mr. Saturn or Bob-omb.}} | |||
**{{ | |||
*[[Peach Blossom]]: | *[[Peach Blossom]]: | ||
**{{buff|[[Peach Blossom]] is now capable of putting aerial opponents to sleep | **{{buff|[[Peach Blossom]] is now capable of putting aerial opponents to sleep significantly improving its reliability.}} | ||
**{{buff|Peach Blossom spawns three large peaches that each heal 20% damage, as opposed to thirteen normal-sized peaches that each heal 5%. While the total healing is slightly less (65% → 60%), the significantly reduced number of peaches makes it faster for Peach to pick them all up and reduces the chances of her opponents picking them up.}} | **{{buff|Peach Blossom spawns three large peaches that each heal 20% damage, as opposed to thirteen normal-sized peaches that each heal 5%. While the total healing is slightly less (65% → 60%), the significantly reduced number of peaches makes it faster for Peach to pick them all up and reduces the chances of her opponents picking them up.}} | ||
**{{nerf|Peach Blossom deals less total damage (40% → 30%), has much less range and puts opponents to sleep for less time.}} | |||
**{{nerf|Peach Blossom | |||
==Update history== | ==Update history== | ||
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However, [[1.1.5]] changed some of the type of her up aerial's hitboxes from hitting both grounded and aerial opponents to only hitting aerial ones, which has reduced significantly the amount of characters that got affected by her infinite combo, the "Umeki Rainbow". As a result, her matchups against certain characters that were vulnerable to the combo have been worsened. | However, [[1.1.5]] changed some of the type of her up aerial's hitboxes from hitting both grounded and aerial opponents to only hitting aerial ones, which has reduced significantly the amount of characters that got affected by her infinite combo, the "Umeki Rainbow". As a result, her matchups against certain characters that were vulnerable to the combo have been worsened. | ||
In initial versions of the game, she was not able to pull out a turnip out of the ground in For Glory as that would lead into a ban for "cheating". This was remedied in patch [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]] | In initial versions of the game, she was not able to pull out a turnip out of the ground in For Glory as that would lead into a ban for "cheating". This was remedied in patch [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]]. | ||
'''{{GameIcon|ssb4-3ds}} [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]]''' | '''{{GameIcon|ssb4-3ds}} [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]]''' | ||
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'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Toad (64 → 62) and Sleepy/Grumpy Toad (66 → 61) have reduced ending lag and Toad has slightly decreased start-up (11 → 10). }} | |||
*{{buff|Toad ( | |||
'''{{GameIcon|ssb4}} [[1.1.5]]''' | '''{{GameIcon|ssb4}} [[1.1.5]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutraldesc=Slaps the enemy twice, with unique "slapping" sound effects. The first hit can act as a setup for a down tilt, neutral air, back air, or even a grab, though the second hit has little utility outside of spacing since it cannot KO reliably. The move is similar to her {{s|supermariowiki|Super Slap}} attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''. | |neutraldesc=Slaps the enemy twice, with unique "slapping" sound effects. The first hit can act as a setup for a down tilt, neutral air, back air, or even a grab, though the second hit has little utility outside of spacing since it cannot KO reliably. The move is similar to her {{s|supermariowiki|Super Slap}} attack in ''{{s|supermariowiki|Super Mario RPG: Legend of the Seven Stars}}''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% (early, clean leg), 8% (clean foot), 6% (late) | |ftiltdmg=7% (early, clean leg), 8% (clean foot), 6% (late) | ||
|ftiltdesc=Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos. | |ftiltdesc=Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% (body), 8% (blast) | |utiltdmg=10% (body), 8% (blast) | ||
|utiltdesc=Extends her arm upward, making a pink heart burst above her head. Can KO at high percentages if the sweetspot hits. | |utiltdesc=Extends her arm upward, making a pink heart burst above her head. Can KO at high percentages if the sweetspot hits. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=7% | |dtiltdmg=7% | ||
|dtiltdesc=A downward sweep of the hand to the ground. This move can meteor smash, but on grounded opponents only. Decently strong attack with moderate startup that can follow up into a forward smash at lower percents, forward or up aerials at mid-percents, and into an up special at higher percents, should the opponent not tech the move. | |dtiltdesc=A downward sweep of the hand to the ground. This move can meteor smash, but on grounded opponents only. Decently strong attack with moderate startup that can follow up into a forward smash at lower percents, forward or up aerials at mid-percents, and into an up special at higher percents, should the opponent not tech the move. | ||
|dashname= | |dashname= | ||
|dashdmg=4% (hit 1), 6% (hit 2) | |dashdmg=4% (hit 1), 6% (hit 2) | ||
|dashdesc=Strikes with both arms extended forward, then quickly spreads her arms out. Unlike in ''Brawl'', the first hit's knockback never grows, so both hits nearly always connect. The second hit has high knockback that can KO at high percentages. | |dashdesc=Strikes with both arms extended forward, then quickly spreads her arms out. Unlike in ''Brawl'', the first hit's knockback never grows, so both hits nearly always connect. The second hit has high knockback that can KO at high percentages. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (club), {{ChargedSmashDmgSSB4|18}} (pan), {{ChargedSmashDmgSSB4|13}} (racket) | |fsmashdmg={{ChargedSmashDmgSSB4|15}} (club), {{ChargedSmashDmgSSB4|18}} (pan), {{ChargedSmashDmgSSB4|13}} (racket) | ||
|fsmashdesc=Strikes with a bludgeon, cycling regularly between a golf club, frying pan, or a tennis racket. Each weapon has different properties - the frying pan has more vertical knockback (and the most damage), the golf club has more diagonal knockback (and the most range), and the tennis racket has more horizontal knockback and is the strongest semi-spike in the game. | |fsmashdesc=Strikes with a bludgeon, cycling regularly between a golf club, frying pan, or a tennis racket. Each weapon has different properties - the frying pan has more vertical knockback (and the most damage), the golf club has more diagonal knockback (and the most range), and the tennis racket has more horizontal knockback and is the strongest semi-spike in the game. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean arm), {{ChargedSmashDmgSSB4|15}} (clean body), {{ChargedSmashDmgSSB4|12}} (clean sides), {{ChargedSmashDmgSSB4|10}} (late body), {{ChargedSmashDmgSSB4|12}} (late hand) | |usmashdmg={{ChargedSmashDmgSSB4|17}} (clean arm), {{ChargedSmashDmgSSB4|15}} (clean body), {{ChargedSmashDmgSSB4|12}} (clean sides), {{ChargedSmashDmgSSB4|10}} (late body), {{ChargedSmashDmgSSB4|12}} (late hand) | ||
|usmashdesc=Raises her arm and twirls a pink ribbon. Powerful vertical knockback if sweetspotted (Peach's body, as opposed to her arm). | |usmashdesc=Raises her arm and twirls a pink ribbon. Powerful vertical knockback if sweetspotted (Peach's body, as opposed to her arm). | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4 center), {{ChargedSmashDmgSSB4|3}} (hits 1-4 edges), {{ChargedSmashDmgSSB4|3}} (hit 5) | |dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4 center), {{ChargedSmashDmgSSB4|3}} (hits 1-4 edges), {{ChargedSmashDmgSSB4|3}} (hit 5) | ||
|dsmashdesc=Peach does an anticlockwise spin on her left leg and utilizes the edge of her dress like a blade, slashing whoever gets caught in it. Decent knockback (lower than in ''Melee'', higher than in ''Brawl''). | |dsmashdesc=Peach does an anticlockwise spin on her left leg and utilizes the edge of her dress like a blade, slashing whoever gets caught in it. Decent knockback (lower than in ''Melee'', higher than in ''Brawl''). | ||
|nairname= | |nairname= | ||
|nairdmg=13% (clean), 6% (late arms), 5% (late body) | |nairdmg=13% (clean), 6% (late arms), 5% (late body) | ||
|nairdesc=Spins around at an angle with arms extended, dealing damage to her left and right sides. One of the strongest neutral aerials when hitting clean, though it is considerably weaker if the late hit connects, and it has low range. | |nairdesc=Spins around at an angle with arms extended, dealing damage to her left and right sides. One of the strongest neutral aerials when hitting clean, though it is considerably weaker if the late hit connects, and it has low range. | ||
|fairname= | |fairname= | ||
|fairdmg=15% | |fairdmg=15% | ||
|fairdesc=Peach grabs the crown off her head with her left hand and strikes with it in a vertical arc. Has the slowest startup out of all her aerial attacks (frame 16) along with noticeable ending lag and a strict autocancel window. However, it is also her strongest aerial and one of the strongest forward aerials in ''SSB4'', KO'ing starting at 100% at the edge of Battlefield while it also has good range above and in front of her. The [[sweetspot]] is the visible flash at the start of the swing. | |fairdesc=Peach grabs the crown off her head with her left hand and strikes with it in a vertical arc. Has the slowest startup out of all her aerial attacks (frame 16) along with noticeable ending lag and a strict autocancel window. However, it is also her strongest aerial and one of the strongest forward aerials in ''SSB4'', KO'ing starting at 100% at the edge of Battlefield while it also has good range above and in front of her. The [[sweetspot]] is the visible flash at the start of the swing. | ||
|bairname= | |bairname= | ||
|bairdmg=12% (clean), 7% (late) | |bairdmg=12% (clean), 7% (late) | ||
|bairdesc=Peach strikes behind her with her rear. Low startup lag, making it quicker than her forward aerial, but has notable ending lag. | |bairdesc=Peach strikes behind her with her rear. Low startup lag, making it quicker than her forward aerial, but has notable ending lag. | ||
|uairname= | |uairname= | ||
|uairdmg=4% (hit 1), 6% (hit 2) | |uairdmg=4% (hit 1), 6% (hit 2) | ||
|uairdesc=Strikes above her head with arms from left to right, creating rainbow trails and launching targets upward. Good for juggles. First hit is very weak with set knockback and can follow up into other attacks, if she cancels it very quickly to the ground. Most notably, she can perform zero to death combos by repeatedly footstool, float, to falling auto canceled first hit of up aerial and then neutral aerial off stage at high percent against many characters, except small characters. | |uairdesc=Strikes above her head with arms from left to right, creating rainbow trails and launching targets upward. Good for juggles. First hit is very weak with set knockback and can follow up into other attacks, if she cancels it very quickly to the ground. Most notably, she can perform zero to death combos by repeatedly footstool, float, to falling auto canceled first hit of up aerial and then neutral aerial off stage at high percent against many characters, except small characters. | ||
|dairname= | |dairname= | ||
|dairdmg=2% (hits 1-3 leg), 1% (hits 1-3 body), 5% (hit 4) | |dairdmg=2% (hits 1-3 leg), 1% (hits 1-3 body), 5% (hit 4) | ||
|dairdesc=Rapidly kicks straight downwards four times. Long duration. Fourth kick has some vertical knockback. While under the effects or [[rage]], the move can lead into the reversed first hit of Peach Parasol at low percentages for a zero-to-death against lighter characters. | |dairdesc=Rapidly kicks straight downwards four times. Long duration. Fourth kick has some vertical knockback. While under the effects or [[rage]], the move can lead into the reversed first hit of Peach Parasol at low percentages for a zero-to-death against lighter characters. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with her left arm. Peach's grab range is relatively short, though it has relatively short startup and ending lag. | |grabdesc=Reaches out with her left arm. Peach's grab range is relatively short, though it has relatively short startup and ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc= | |pummeldesc=Kicks the opponent's shin. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=2% (hit 1), 8% (throw) | |fthrowdmg=2% (hit 1), 8% (throw) | ||
|fthrowdesc=Winds up and slaps the opponent away. Like her neutral attack, her forward throw has unique "slapping" sound effects. Decent knockback, though it does not KO unless used in Sudden Death. | |fthrowdesc=Winds up and slaps the opponent away. Like her neutral attack, her forward throw has unique "slapping" sound effects. Decent knockback, though it does not KO unless used in Sudden Death. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=2% (hit 1), 9% (throw) | |bthrowdmg=2% (hit 1), 9% (throw) | ||
|bthrowdesc=Places opponent behind her and bumps | |bthrowdesc=Places opponent behind her and bumps him/her away with her rear. It is her strongest throw, gaining KO potential starting at 130% on middleweights. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (hit 1), 6% (throw) | |uthrowdmg=2% (hit 1), 6% (throw) | ||
|uthrowdesc=Puts opponent above her, and strikes | |uthrowdesc=Puts opponent above her, and strikes him/her upward. Can set up combos at low percentages and KO lightweight/floaty characters at high percentages. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hit 1), 7% (throw) | |dthrowdmg=1% (hit 1), 7% (throw) | ||
|dthrowdesc=Puts opponent lying face-down on the ground and sits on | |dthrowdesc=Puts opponent lying face-down on the ground and sits on him/her, knocking them upwards. Good for combos. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 467: | Line 341: | ||
|nsc1name=Sleepy Toad | |nsc1name=Sleepy Toad | ||
|nsc1dmg=3% | |nsc1dmg=3% | ||
|nsc1desc=Toad is pulled out 2 frames later, and releases bubbles to inflict the [[Asleep|sleep]] status ailment for a brief amount of time to grounded opponents. Airborne opponents will be pushed back. Sleep duration lasts longer at high percentages. It has slightly lower ending lag. | |nsc1desc=Toad is pulled out out 2 frames later, and releases bubbles to inflict the [[Asleep|sleep]] status ailment for a brief amount of time to grounded opponents. Airborne opponents will be pushed back. Sleep duration lasts longer at high percentages. It has slightly lower ending lag. | ||
|nsc2name=Grumpy Toad | |nsc2name=Grumpy Toad | ||
|nsc2dmg=2.5% (per-hit near), 1.2% (per-hit clean far), 1.0% (per-hit late far) (4 total hits) | |nsc2dmg=2.5% (per-hit near), 1.2% (per-hit clean far), 1.0% (per-hit late far) (4 total hits) | ||
Line 485: | Line 359: | ||
|usc1name=Parasol High Jump | |usc1name=Parasol High Jump | ||
|usc1dmg=0% | |usc1dmg=0% | ||
|usc1desc=As the name implies, Peach jumps much higher than usual. However, it deals no damage and she never opens her parasol, leaving herself [[helpless]] afterwards. | |usc1desc=As the name implies, Peach jumps much higher than usual. However, it deals no damage and she never opens her parasol, leaving herself [[helpless]] afterwards. | ||
|usc2name=Light Parasol | |usc2name=Light Parasol | ||
|usc2dmg=3% | |usc2dmg=3% | ||
|usc2desc=At the cost of decreasing her initial jump, Peach gains additional vertical recovery every time she opens up her parasol. The move lasts roughly 2.5 seconds, with each parasol open adding a little time, just long enough to open it up to seven times while airborne. After that duration, Peach will become helpless.<ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref> | |usc2desc=At the cost of decreasing her initial jump, Peach gains additional vertical recovery every time she opens up her parasol. The move lasts roughly 2.5 seconds, with each parasol open adding a little time, just long enough to open it up to seven times while airborne. After that duration, Peach will become helpless. <ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref> | ||
|dsdefname=Vegetable | |dsdefname=Vegetable | ||
|dsdefdmg=Varies (see table below) | |dsdefdmg=Varies (see table below) | ||
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|dsc1name=Light Veggie | |dsc1name=Light Veggie | ||
|dsc1dmg=Varies (see table below) | |dsc1dmg=Varies (see table below) | ||
|dsc1desc=The turnips are plucked much faster (in a similar way to ''Brawl'' | |dsc1desc=The turnips are plucked much faster (in a similar way to ''Brawl'''s Vegetable) while dealing less damage. It travels the air more slowly and farther ahead. It will also fly back toward Peach if it hits an opponent, allowing her to throw another one while the last turnip is floating back towards her. The move will fail if there's already three Light Veggies out. | ||
|dsc2name=Heavy Veggie | |dsc2name=Heavy Veggie | ||
|dsc2dmg=Varies (see table below) | |dsc2dmg=Varies (see table below) | ||
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|fsname=Peach Blossom | |fsname=Peach Blossom | ||
|fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3) | |fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3) | ||
|fsdesc=Peach performs a mystic dance, causing all of her enemies to fall [[asleep]]. The closer they are to her when she activates it, more damage will be dealt and they'll slumber for a longer time. Sleep duration is notably shorter than in ''Brawl''. Additionally, instead of thirteen small peaches healing 5%, three giant peaches appear, each healing 20%. | |fsdesc=Peach performs a mystic dance, causing all of her enemies to fall [[Asleep|asleep]]. The closer they are to her when she activates it, more damage will be dealt and they'll slumber for a longer time. Sleep duration is notably shorter than in ''Brawl''. Additionally, instead of thirteen small peaches healing 5%, three giant peaches appear, each healing 20%. | ||
}} | }} | ||
{|class=wikitable | {|class=wikitable | ||
|+Vegetable | |+Vegetable Damage Data | ||
! Face | ! Face | ||
! Vegetable | ! Vegetable | ||
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! Heavy Veggie | ! Heavy Veggie | ||
|- | |- | ||
| | | Grin || 2~13.4% || 7.5% || 15% | ||
|- | |- | ||
| | | Stare || 2~13.4% || 7.5% || 15% | ||
|- | |- | ||
| | | Closed Eyes || 2~13.4% || 7.5% || 15% | ||
|- | |- | ||
| | | Surprised || 2~13.4% || 7.5% || 15% | ||
|- | |- | ||
| | | Happy || 2~13.4% || 7.5% || 15% | ||
|- | |- | ||
| Wink || 6~17.4% || 10.5% || 18% | | Wink || 6~17.4% || 10.5% || 18% | ||
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| [[Bob-omb]] || — || — || — | | [[Bob-omb]] || — || — || — | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Peach | |||
|game=SSB4 | |||
|desc-us=Prin-cess Peach! | |||
|desc-jp=Pea-chy! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Group chant}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|char=Peach}} | |char=Peach}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 655: | Line 463: | ||
}} | }} | ||
=== | ===Notable players=== | ||
====Active==== | |||
*{{Sm|CaptainZack|USA}} - Co-main Peach with {{SSB4|Bayonetta}} and is considered one of the best Peach players in the world. Has wins over {{Sm|ANTi}}, {{Sm|ESAM}}, and {{Sm|Chag}}. | |||
*{{Sm|Kie|Japan}} - One of the best Peach mains in Japan, ranked 56th on the [[JAPAN Power Rankings]]. Consistently ranks high in [[Sumabato]] and [[Umebura]] tournaments, and placed 17th at [[The Big House 6]], where he infamously 3-stocked {{Sm|Rayquaza07}} in a regional crew battle, giving Japan the victory. He has wins over players such as {{Sm|NAKAT}}, {{Sm|Rich Brown}}, and {{Sm|MJG}}. | |||
*{{Sm|Ling Ling|USA}} - Considered one of the best Peach mains in the US. Placed 13th at [[Shine 2016]], 25th at [[EVO 2017]], and 33rd at [[Shine 2017]]. He has taken sets off of players such as {{Sm|ANTi}}, {{Sm|Light|p=Connecticut}}, {{Sm|Mr E}}, {{Sm|Tyroy}}, {{Sm|AC}}, and {{Sm|Xzax}}. Formerly ranked 6th on the [[New England Power Rankings]]. | |||
*{{Sm|lloD|USA}} - Placed 17th at [[Super Smash Con 2015]] and [[Glitch]]. | |||
*{{Sm|Meru|Netherlands}} - The best Peach in Europe. Placed 9th at [[B.E.A.S.T 7]], [[PPT Berlin]], and [[Albion 3]]. He has taken sets off of players such as {{Sm|cyve}} and {{Sm|Nicko}}. | |||
*{{Sm|MuteAce|USA}} - Placed 33rd at [[CEO 2017]]. He has taken a set off of {{Sm|MkLeo}} at [[EVO 2017]]. | |||
*{{Sm|NotLast|USA}} - Took a set from {{Sm|MVD}} at [[EVO 2016]]. Formerly ranked 18th on the [[NorCal Power Rankings]]. | |||
*{{Sm|Razo|USA}} - SoCal Peach player. Has set wins over {{Sm|Larry Lurr}}, {{Sm|komorikiri}}, and {{Sm|Elegant}}. 33rd at [[2GGC: MkLeo Saga]]. Ranked 15th on the [[SoCal Power Rankings|SoCal Smash 4 Power Rankings]]. | |||
*{{Sm|Saj|USA}} - Co-main Bayonetta with Peach. With Peach, he has placed 33rd at [[Too Hot to Handle]]. Formerly ranked 40th on the [[Panda Global Rankings|Panda Global Rankings v2]]. | |||
*{{Sm|Samsora|USA}} (#22) - The best Peach player in the world. 13th at [[MLG World Finals 2015]], 5th at [[KTAR XIX]], 9th at [[2GGC: Nairo Saga]], 7th at [[GameTyrant Expo 2017]], and 2nd at [[Super Smash Con 2018]]. Ranked 22nd on the [[Panda Global Rankings]]. He has wins over {{Sm|Ally}}, {{Sm|Abadango}}, {{Sm|CaptainZack}}, {{Sm|Dabuz}}, {{Sm|Nairo}}, {{Sm|Tweek}}, {{Sm|VoiD}}, and {{Sm|ZeRo}}. | |||
*{{Sm|tamim|Canada}} - The best Peach player in Canada. The first player to double two stock Samsora with Peach. Also has a win over {{Sm|Lima}}. | |||
*{{Sm|Twi|USA}} - A "Wi-Fi Warrior" who has placed 25th at [[2GGC: Nairo Saga]]. He has a win over {{Sm|CaptainZack}}. Formerly ranked 2nd on the [[Texas Power Rankings]]. | |||
*{{Sm|Umeki|Japan}} (#94) - The best Peach player in Japan, 4th at [[Umebura 18]], 2nd at [http://challonge.com/DNGKantoInvT/ DNG Kanto Round Robin], 4th at [[Battle Arena Melbourne 8]], 33rd at [[CEO 2016]]. Ranked 24th on the [[JAPAN Power Rankings]]. The "Umeki Rainbow" is an infinite combo from Peach that was named after him. | |||
====Inactive==== | |||
*{{Sm|EOE|Ireland}} - Considered the best Peach player in Ireland before his inactivity. Placed 9th at {{Trn|Schism 2}}. | |||
*{{Sm|SlayerZ|USA}} - 7th at [[Tournament:Final Battle|Final Battle]], 7th at [[Paragon Los Angeles 2015]], 17th at [[GENESIS 3]], 2nd in doubles with {{Sm|Samsora}} at [[2GGT: Abadango Saga]]. Formerly ranked 29th on the [[Panda Global Rankings]] | |||
===Tier placement and history=== | |||
Since the game's release, expectations of Peach have been those of a mid-tier, and often a high-tiered character. Players noted her steep learning curve made her a situational choice for competitive play, though others also cited her improvements since ''Brawl'' and how her playstyle was very rewarding once she was mastered to her fullest. The changes to shield mechanics were also beneficial to her as they significantly improved her pressure game. As a result, and due to hardly any nerf she got in game updates, she has always been seen as a viable, if hard to master, choice for competitive play. Despite her learning curve giving her a noticeably below average playerbase, smashers like {{Sm|Kie}}, {{Sm|SlayerZ}}, {{Sm|Samsora}} and {{Sm|Umeki}} have been able to demonstrate her capabilities in tournaments at a major degree. This led to Peach being placed at 19th in the first ''4BR'' [[tier list]]. | |||
Peach's results, however, while consistent, have never been as bountiful as other characters ranked above her, and eventually, other characters ranked below her, causing expectations of her to slowly drop. This was further compounded by the worsening of her infinite combo (the "Umeki Rainbow"). Because of this, she dropped on the second tier list at 26th. She then saw a moderate rise to 21st on the third tier list, and finally to 20th on the fourth and current tier list. Regardless, while her mixed perception within the community has improved for the better, and she continues to gain rather strong results, it is unknown how her tier placement will fare in the long run due to the scarcity of these results. | |||
==Trophies== | |||
:'''Peach''' | |||
::{{flag|North America}} ''Princess of the Mushroom Kingdom, Peach continues to prove that "powerful" and "cute" are not mutually exclusive. In Smash Bros., Peach uses her dress to float above the fray, suddenly descending and attacking with numerous weapons. A frying pan? Umbrella? TOAD?! Where does she keep it all?'' | |||
::{{flag|Europe}} ''The Mushroom Kingdom's princess isn't just a pretty face - she's also strong and crafty. She can dodge attacks by gliding through the air, and she's hiding all sorts of stuff under that dress: a frying pan, a tennis racket, a golf club...even a Toad! If you're planning to take on Peach, just know that she's more than ready for you!'' | |||
{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}} | |||
'' | :'''Peach (Alt.)''' | ||
::{{flag|North America}} ''Peach may be a princess, but that doesn't mean she shies away from an honest day's work. Her down special Vegetable is basically farm labor, and the fruits...er, vegetables of her work can be thrown. An angry-looking vegetable will do extra damage, too! She can also pull up Bob-ombs, or even a Mr. Saturn!'' | |||
::{{flag|Europe}} ''Peach normally sticks to tasks befitting a royal, but her Vegetable special is pretty much farm labour! You can tell how much damage the veggies will do by looking a them. Happy/indifferent ones just do a bit, while the ones that just look sick of life do a lot. And the ones that look like Bob-ombs or Mr. Saturn aren't veggies at all!'' | |||
{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}} | |||
Peach's | :'''Peach Blossom''' | ||
::''Peach's Final Smash is quite a spectacle to behold. Giant illustrations of Peach herself frame the screen, giant peaches rain down, and all the other fighters fall asleep. The closer they are to Peach, the longer they'll stay snoozing, giving Peach plenty of time to send foes flying or to recover her health with the peaches.'' | |||
<center> | |||
<gallery> | |||
PeachTrophy3DS.png|Classic (3DS) | |||
PeachAltTrophy3DS.png|Alt. (3DS) | |||
PeachTrophyWiiU.png|Classic (Wii U) | |||
PeachAltTrophyWiiU.png|Alt. (Wii U) | |||
PeachBlossomTrophyWiiU.png|[[Peach Blossom]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[All-Star Battle: Melee]]''': Peach is one of the opponents fought in this event. All opponents debut in ''Melee'', and reappear in ''Smash 4''. | *'''[[All-Star Battle: Melee]]''': Peach is one of the opponents fought in this event. All opponents debut in ''Melee'', and reappear in ''Smash 4''. | ||
*'''[[Enough with the Kidnapping]]''': The player controls Peach and must defeat {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} | *'''[[Enough with the Kidnapping]]''': The player controls Peach and must defeat {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} | ||
*'''[[Princess Punch-Up!]]''': Peach and {{SSB4|Mario}} are opponents that {{SSB4|Zelda}} and {{SSB4|Link}} must defeat. | *'''[[Princess Punch-Up!]]''': Peach and {{SSB4|Mario}} are opponents that {{SSB4|Zelda}} and {{SSB4|Link}} must defeat. | ||
*'''[[Unwavering Chivalry]]''': As {{SSB4|Meta Knight}}, the player must defeat {{SSB4|Marth}} while avoiding Peach and {{SSB4|Zelda}}. KOing either of the princesses results in failure. | *'''[[Unwavering Chivalry]]''': As {{SSB4|Meta Knight}}, the player must defeat {{SSB4|Marth}} while avoiding Peach and {{SSB4|Zelda}}. KOing either of the princesses results in failure. | ||
===Co-op Events=== | |||
*'''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat all opponents except for Peach. KOing Peach results in failure. | *'''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat all opponents except for Peach. KOing Peach results in failure. | ||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
*'''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and Peach in her white [[alternate costume]] must defeat 4 {{SSB4|Kirby}}s in purple costumes. | *'''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and Peach in her white [[alternate costume]] must defeat 4 {{SSB4|Kirby}}s in purple costumes. | ||
==[[Alternate costume (SSB4)#Peach|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Peach|Alternate costumes]]== | ||
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*In the Nintendo 3DS version of the game, a bug existed wherein using Peach's [[Vegetable]] move in [[For Glory]] mode would rarely trigger an automatic ban for "dishonest play".<ref>http://www.ign.com/boards/threads/super-smash-bros-3ds-players-smacked-with-1-day-ban-online-for-playing-as-peach.454226953/</ref> It is unclear what the cause of the glitch was, but the main theories involve the player being flagged as having an illegitimate item. Nintendo acknowledged the glitch and released [[List of updates (SSB4-3DS)#1.0.2|an update]] that fixed this issue.<ref>http://www.nintendo.co.jp/support/information/2014/0915.html</ref> | *In the Nintendo 3DS version of the game, a bug existed wherein using Peach's [[Vegetable]] move in [[For Glory]] mode would rarely trigger an automatic ban for "dishonest play".<ref>http://www.ign.com/boards/threads/super-smash-bros-3ds-players-smacked-with-1-day-ban-online-for-playing-as-peach.454226953/</ref> It is unclear what the cause of the glitch was, but the main theories involve the player being flagged as having an illegitimate item. Nintendo acknowledged the glitch and released [[List of updates (SSB4-3DS)#1.0.2|an update]] that fixed this issue.<ref>http://www.nintendo.co.jp/support/information/2014/0915.html</ref> | ||
*Peach is the only character in ''SSB4'' to be unable to use her [[Down special move|down special]] in midair at all. [[Palutena's Guidance]] even warns about this. ("I don't know about that. It seems like tossing vegetables is more her idea of fun. She'll pelt you with them the entire match if you don't watch it. But she can't reload when she's jumping, so keep your eye on what she's up to.") | *Peach is the only character in ''SSB4'' to be unable to use her [[Down special move|down special]] in midair at all. [[Palutena's Guidance]] even warns about this. ("I don't know about that. It seems like tossing vegetables is more her idea of fun. She'll pelt you with them the entire match if you don't watch it. But she can't reload when she's jumping, so keep your eye on what she's up to.") | ||
*Peach's | *Peach's alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped. | ||
* | **Also the alt trophy in ''Super Smash Bros. for Nintendo 3DS'' is very similar to her All-Star Mode trophy in ''Melee'', but on the ground. | ||
*Peach's dress has multiple animation bugs during her landing lag animations. | |||
*This marks the final appearance of Peach as a starter character, as she becomes unlockable in ''[[Super Smash Bros. Ultimate]]''. | |||
*Due to [[Princess Daisy]] becoming [[Daisy (SSBU)|playable]] in [[Super Smash Bros. Ultimate|the following game]], this is the last ''Super Smash Bros.'' game where Peach wears a costume themed after her to date. | |||
* This is the first game where Peach's edge attack no longer has her attack with her rear. Instead, she attacks with her hand. | |||
==References== | ==References== |