Editing Peach (SSB4)
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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 moderate improvement from her prior rank of 19th out 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 now holds her dress when running, | *{{change|Peach now holds her dress when running, this 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 favorable angles (90°/100°/80° | **{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less favorable 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|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 has been removed.}} | **{{nerf|The head hitbox on both hits has been removed.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
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**{{buff|The 15% sweetspot is larger (5u → 5.8u).}} | **{{buff|The 15% sweetspot is larger (5u → 5.8u).}} | ||
**{{buff|The late hit has increased base knockback (40 → 60).}} | **{{buff|The late hit has increased base knockback (40 → 60).}} | ||
**{{change|Peach now produces a pink ribbon when she performs her up smash.}} | **{{change|Peach now produces a pink ribbon when she performs her up smash.}} | ||
**{{change|The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.}} | **{{change|The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.}} | ||
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**{{nerf|The late hit's hitboxes have swapped priority, making the sweetspot harder to land.}} | **{{nerf|The late hit's hitboxes have swapped priority, making the sweetspot harder to land.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has a received a fifth hit, which deals much more knockback (38 (base), 80 (scaling) → 40/180) and launches opponents forwards (145° → 361°), significantly improving its KO potential.}} | **{{buff|Down smash has a received a fifth hit, which deals much more knockback (38 (base), 80 (scaling) → 40/180) and launches opponents forwards (145° → 361°), significantly improving its KO potential.}} | ||
***{{buff|This new final hit also increases down smash's duration (frames 6-7, 11-12, 16-17, 21-22 → 6-7, 11-12, 16-17, 21-22, 26-27).}} | ***{{buff|This new final hit also increases down smash's duration (frames 6-7, 11-12, 16-17, 21-22 → 6-7, 11-12, 16-17, 21-22, 26-27).}} | ||
***{{nerf|However, this new final hit also launches opponents at a higher angle (145° → 361°).}} | ***{{nerf|However, this new final hit also launches opponents at a higher angle (145° → 361°).}} | ||
**{{buff|The first four 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.}} | |||
**{{buff|The first four 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.}} | |||
**{{nerf|Down smash has more ending lag (FAF 45 → 55).}} | **{{nerf|Down smash has more ending lag (FAF 45 → 55).}} | ||
**{{nerf|Down smash deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).}} | **{{nerf|Down smash deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).}} | ||
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**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-6 (clean)/7-23(late) → 5-8/9-19).}} | **{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-6 (clean)/7-23(late) → 5-8/9-19).}} | ||
**{{nerf|The body hitbox is much smaller (4.32u → 2.5u).}} | **{{nerf|The body hitbox is much smaller (4.32u → 2.5u).}} | ||
**{{nerf|The late hit deals less damage (10%/9% → 6%/5%), making it much weaker.}} | **{{nerf|The late hit also deals less damage (10%/9% → 6%/5%), making it much weaker.}} | ||
***{{buff|However, this also improves the late hit's followup potential at higher percents.}} | ***{{buff|However, this also improves the late hit's followup potential at higher percents.}} | ||
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of neutral aerial, significantly reducing its maximum damage output (23% → 13%).}} | **{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of neutral aerial, significantly reducing its maximum damage output (23% → 13%).}} | ||
*[[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).}} | ||
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**{{nerf|Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.}} | **{{nerf|Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.}} | ||
**{{nerf|Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.}} | **{{nerf|Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.}} | ||
**{{nerf|The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).}} | **{{nerf|The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).}} | ||
**{{nerf|The front hitbox has been removed, reducing back aerial's range in front of Peach.}} | **{{nerf|The front hitbox has been removed, reducing back aerial's range in front of Peach.}} | ||
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of back aerial, significantly reducing its maximum damage output (21% → 12%).}} | **{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of back aerial, significantly reducing its maximum damage output (21% → 12%).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change|Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.}} | **{{change|Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.}} | ||
**{{buff|Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.}} | **{{buff|Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.}} | ||
**{{buff|Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).}} | **{{buff|Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).}} | ||
***{{buff|These changes make this up aerial a superior juggling option in comparison to the previous up aerial.}} | ***{{buff|These changes make this up aerial a superior juggling option in comparison to the previous up aerial.}} | ||
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**{{nerf|The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).}} | **{{nerf|The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).}} | ||
***{{buff|However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.}} | ***{{buff|However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.}} | ||
**{{nerf|Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.}} | **{{nerf|Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.}} | ||
**{{nerf|Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable hitbox placements (y/z offsets: 0/2 (lower hitbox)/4/0 (upper hitbox) → (-1/1)/(4/-0.5)).}} | **{{nerf|Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable hitbox placements (y/z offsets: 0/2 (lower hitbox)/4/0 (upper hitbox) → (-1/1)/(4/-0.5)).}} | ||
***{{nerf|When combined with the universally increased falling speeds, this makes down aerial connect even less reliably when used from high distances, especially against fast fallers.}} | ***{{nerf|When combined with the universally increased falling speeds, this makes down aerial connect even less reliably when used from high distances, especially against fast fallers.}} | ||
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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.}} | ||
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**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | ||
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | **{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | ||
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).}} | **{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).}} | ||
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Peach's body, which covers less range.}} | **{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Peach's body, which covers less range.}} | ||
*Back floor attack: | *Back floor attack: | ||
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**{{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).}} | ||
***{{buff|However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.}} | ***{{buff|However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.}} | ||
**{{nerf|Edge attack has a smaller hitbox (6.72u → 4.5u) which along with its new animation, gives it less range.}} | |||
**{{nerf|Edge attack has a smaller hitbox (6.72u → 4.5u) which along with its new animation, gives it less range.}} | |||
***{{buff|However, this hitbox is also extended, giving the move more range behind Peach.}} | ***{{buff|However, this hitbox is also extended, giving the move more range behind Peach.}} | ||
**{{nerf|Edge attack launches opponents at a less favorable angle (361° → 45°).}} | **{{nerf|Edge attack launches opponents at a less favorable angle (361° → 45°).}} | ||
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**{{buff|Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).}} | **{{buff|Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).}} | ||
**{{buff|If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.}} | **{{buff|If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.}} | ||
**{{buff|Toad's spores deal less damage (3% → 2%) and (with the exception of the final spore) have decreased knockback (40 (base), 180 (scaling) → 20/150), in addition to having altered angles (45° → 30°/361°/366°). This allows them to connect more reliably.}} | **{{buff|Toad's spores deal less damage (3% → 2%) and (with the exception of the final spore) have decreased knockback (40 (base), 180 (scaling) → 20/150), in addition to having altered angles (45° → 30°/361°/366°). This allows them to connect more reliably.}} | ||
**{{buff|Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.}} | **{{buff|Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.}} | ||
**{{buff|The loop spores have a lower hitlag multiplier (1x → 0.4x), making them much harder to SDI.}} | **{{buff|The loop spores have a lower hitlag multiplier (1x → 0.4x), making them much harder to SDI.}} | ||
**{{buff|The loop spores are larger (4.5u → 6u/7u/4u (early), 6u/9u/4u (mid), 6u/12u/4u (late)) and they overall have more range.}} | **{{buff|The loop spores are larger (4.5u → 6u/7u/4u (early), 6u/9u/4u (mid), 6u/12u/4u (late)) and they overall have more range.}} | ||
**{{buff|The final spore deals more knockback (40 (base), 180 (scaling) → 15/300) and launches opponents at a more favorable angle (45° → 361°), improving its KO potential despite its lower damage.}} | **{{buff|The final spore deals more knockback (40 (base), 180 (scaling) → 15/300) and launches opponents at a more favorable angle (45° → 361°), improving its KO potential despite its lower damage.}} | ||
**{{change|The final spore has a higher hitlag multiplier (1x → 2x).}} | |||
**{{nerf|Toad's attack has less intangibility (frames 1-4 → 1-3).}} | **{{nerf|Toad's attack has less intangibility (frames 1-4 → 1-3).}} | ||
*[[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.}} | ||
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**{{change|Peach Bomber now always launches opponents in the direction Peach is facing.}} | **{{change|Peach Bomber now always launches opponents in the direction Peach is facing.}} | ||
**{{nerf|Peach Bomber has more landing lag (33 frames → 35).}} | **{{nerf|Peach Bomber has more landing lag (33 frames → 35).}} | ||
**{{nerf|Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.}} | **{{nerf|Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.}} | ||
**{{nerf|Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.}} | **{{nerf|Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.}} | ||
*[[Peach Parasol]]: | *[[Peach Parasol]]: | ||
**{{change|All hits of Peach Parasol no longer have a normal effect and a [[slash]] sound effect, instead having a | **{{change|All hits of Peach Parasol no longer have a normal effect and a [[slash]] sound effect, instead having a [[magic]] effect/sound effect.}} | ||
**{{nerf|Peach Parasol gains slightly less height.}} | **{{nerf|Peach Parasol gains slightly less height.}} | ||
*Hit 1: | *Hit 1: | ||
**{{buff|The first hit has increased set knockback (150 → 180/160). When combined with the introduction of [[rage]], this can allow the move to potentially KO opponents at 0%.}} | **{{buff|The first hit has increased set knockback (150 → 180/160). When combined with the introduction of [[rage]], this can allow the move to potentially KO opponents at 0%.}} | ||
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***{{nerf|However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.}} | ***{{nerf|However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.}} | ||
**{{buff|The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.}} | **{{buff|The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.}} | ||
**{{change|The final hit has a much higher hitlag multiplier (1x → 3x).}} | |||
**{{nerf|The final hit's arm hitbox is much smaller (6u → 3u) and it is now extended, with the hitbox now only covering Peach's arm and the space around it (rather than covering the entire area around her arm, head and hair).}} | **{{nerf|The final hit's arm hitbox is much smaller (6u → 3u) and it is now extended, with the hitbox now only covering Peach's arm and the space around it (rather than covering the entire area around her arm, head and hair).}} | ||
*Open Parasol: | *Open Parasol: | ||
**{{buff|The open hit now uses an extended hitbox, giving it more horizontal range.}} | **{{buff|The open hit now uses an extended hitbox, giving it more horizontal range.}} | ||
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**{{nerf|Vegetable has more ending lag (FAF 30 → 43).}} | **{{nerf|Vegetable has more ending lag (FAF 30 → 43).}} | ||
**{{nerf|Vegetable can no longer be edge cancelled in order to instantly pull turnips.}} | **{{nerf|Vegetable can no longer be edge cancelled in order to instantly pull turnips.}} | ||
**{{nerf|Peach can no longer perform her [[Turnip Free Pull]] and bone- | **{{nerf|Peach can no longer perform her [[Turnip Free Pull]] and bone-waling techniques, hindering her mobility while plucking turnips.}} | ||
**{{nerf|The removal of [[glide toss]]ing significantly hinders Peach's approach potential with turnips or any other item.}} | **{{nerf|The removal of [[glide toss]]ing significantly hinders Peach's approach potential with turnips or any other item.}} | ||
**{{nerf|The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.}} | **{{nerf|The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.}} | ||
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**{{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.}} | ||
**{{buff|The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.}} | **{{buff|The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.}} | ||
**{{nerf|Peach Blossom's near hit deals less damage (40% → 30%).}} | **{{nerf|Peach Blossom's near hit deals less damage (40% → 30%).}} | ||
**{{nerf|Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.}} | **{{nerf|Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.}} | ||
**{{nerf|Peach Blossom's sleep hitboxes have decreased knockback scaling (180/130/90 → 120/90/60 (mid), 150/90 → 100/80 (late)), putting opponents to sleep for less time.}} | **{{nerf|Peach Blossom's sleep hitboxes have decreased knockback scaling (180/130/90 → 120/90/60 (mid), 150/90 → 100/80 (late)), putting opponents to sleep for less time.}} | ||
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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 (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have reduced ending lag and Toad also has slightly decreased startup lag (frame 11 → 10).}} | |||
*{{buff|Toad (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have | |||
*{{buff|Light Parasol can be opened for longer (98 frames → 105).}} | *{{buff|Light Parasol can be opened for longer (98 frames → 105).}} | ||
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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 485: | Line 477: | ||
|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 | ||
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}} | }} | ||
=== | ===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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*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 Alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped. | *Peach's Alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped. | ||
*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. | |||
*The portrait and in-game model of her Daisy-themed costume feature the blue and red jewels on her crown in swapped positions, to match Princess Daisy's appearance. However, her Alt. trophy in the ''Nintendo 3DS'' version does not include this change. | *The portrait and in-game model of her Daisy-themed costume feature the blue and red jewels on her crown in swapped positions, to match Princess Daisy's appearance. However, her Alt. trophy in the ''Nintendo 3DS'' version does not include this change. | ||
* 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== |