Editing Peach (SSB4)
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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. | ||
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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''.}} | ||
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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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***{{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).}} | ||
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**{{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).}} | ||
**{{change|Peach no longer winks at her opponent while performing her back throw.}} | **{{change|Peach no longer winks at her opponent while performing her back throw.}} | ||
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}} | **{{nerf|The hitbox has more startup lag (frame 19 → 20).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
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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.}} | ||
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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 and the bans caused by this were overturned [[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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|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 them away with her rear. It is her strongest throw, gaining KO potential starting at 130% on middleweights. | |bthrowdesc=Places opponent behind her and bumps them 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 them upward. Can set up combos at low percentages and KO lightweight/floaty characters at high percentages. | |uthrowdesc=Puts opponent above her, and strikes them 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 them, knocking them upwards. Good for combos. | |dthrowdesc=Puts opponent lying face-down on the ground and sits on them, knocking them upwards. Good for combos. | ||
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|djump = 30.025824 | |djump = 30.025824 | ||
|rdjump = 43 | |rdjump = 43 | ||
}} | }} | ||
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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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Peach's results, however, while consistent, have never been as numerous 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. | Peach's results, however, while consistent, have never been as numerous 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]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Peach | |name=Peach | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==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''. | |||
*'''[[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. | |||
*'''[[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. | |||
*'''[[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. | |||
==[[Alternate costume (SSB4)#Peach|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Peach|Alternate costumes]]== |