Peach (SSBU)
Peach in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Peach Blossom |
Tier | S- (7) |
Peach (ピーチ, Peach) is a playable character in Super Smash Bros. Ultimate. Peach was revealed for the game along with the rest of the veterans on June 12th, 2018. However, unlike previous Smash Bros. games since Super Smash Bros. Melee (her first playable appearance in the Super Smash Bros. series), Peach is now an unlockable character rather than being available from the start. Peach is classified as Fighter #13, the first fighter number of the Melee veterans.
As in Super Smash Bros. 4, Samantha Kelly's portrayal of Peach from Super Smash Bros. Brawl was repurposed for Ultimate.
Peach, alongside her Echo Fighter Daisy, is ranked 7th out of 82 on the current tier list, placing her at the top of the S- tier. This is a notable improvement from her 20th out of 54 placement in SSB4, and is her best placement in the series. Peach is one of the most unique characters in the game with her ability to float and do some of the most damaging combos in the game through float canceling as well as an amazing movement option and recovery tool. Her Vegetable is also an outstanding and versatile item projectile that aids with her combo game as well as a solid edgeguarding tool. Her edgeguarding is also amazing thanks to her aforementioned float, allowing her to go far and deep with moves such as forward aerial, back aerial, neutral aerial, and more. While Ultimate introduced a multiplier that reduces damage if performing aerials in a short hop, she can completely ignore it by performing a full hop and float next to the ground, and since all her aerials can autocancel in a short hop, she can avoid the landing lag more easily than other characters. Floating also allow her to safely pressure her opponent's shields. All in all, this gives Peach some of the best and most dominant aerial games in Ultimate.
However, Peach has several flaws. Her heavy reliance on aerials in the neutral game and somewhat ineffective smash attacks mean that she can sometimes have difficulty with KO-ing opponents as her moves stale, further worsened by the fact that her weight and falling speed can make her susceptible to getting KO’d herself at fairly early percents. She is also lacking in range, allowing for characters like Shulk and Cloud to wall her out effectively or hit her while floating. Peach also has some difficulty landing or getting back to the ground making her prone to juggling and her air dodge being one of the worst in terms of endlag. Finally, Peach is one of the most difficult characters to play because of her unique strengths and her float canceling techniques being a bit much for human error to take into account due to her precision.
Overall, Peach is a strong character that can do a lot of damage but she requires a lot of dedication and commitment to take her to the highest level. Despite this, she has consistently been seen as among the best characters in the game throughout the game’s lifespan, with most notably Samsora in the early metagame showing strong results at supermajors before the COVID-19 pandemic. In the post pandemic era, players such as MuteAce have continued to bring strong results for her.
How to unlock[edit]
Complete one of the following:
- Play VS. matches, with Peach being the 12th character to be unlocked.
- Clear Classic Mode with Fox or any character in his unlock tree, being the 3rd character unlocked after Zero Suit Samus.
- Have Peach join the player's party in World of Light.
With the exception of the third method, Peach must then be defeated on Princess Peach's Castle. In World of Light, she is fought on Mushroom Kingdom U.
Attributes[edit]
Peach is a somewhat light character who is quite slow in terms of walking speed and dashing speed, and has an extremely slow falling speed and very low gravity, while her air speed is only average. While this is an unfavorable combination of traits, it is compensated by her unique floating ability and her very high air acceleration.
Peach's aerial game is one of her greatest strengths. Her floating ability grants her the power to hover at any height she chooses, giving her a distinct advantage in aerial combat. Floating also helps her to control space; floating low to the ground and using retreating aerials makes her difficult to punish, and this greatly helps her own approach as well. With good spacing, she can attack the opponent's shield with little fear of reprisal. Float can increase her mobility and movement options, allowing her to frustrate her opponents with quick and unpredictable mixups. Additionally, floating aids Peach's off-stage presence when combined with her slow falling speed, despite her low jumps and the high ending lag of her aerial attacks (except for down aerial); not only does it help her cover certain angles when edgeguarding, it can also be used to aid her horizontal recovery or potentially even allow her to go underneath stages to stall. Neutral aerial is her fastest aerial with the lowest landing lag, and deals an impressively high amount of damage despite its speed while also possessing a decently long duration; when combined with her ability to float close to the ground, neutral aerial's combination of fast startup, low base knockback and low landing lag makes it an incredibly good combo tool at lower percents that can even lead into itself with enough technical skill, especially after a down tilt, while its damage output and knockback scaling ensures that it still has decent KO potential at higher ones. Her forward aerial is her slowest aerial attack, but it is also her strongest one, and it can be used while floating to search for a finishing move with relative safety, especially given its disjointed hitbox and fairly low landing lag relative to its strength; however, it possesses a weaker sourspot on her arm. Her back aerial possesses a decent combination of fast startup with good range and power in addition to being her most reliable follow-up from a down throw, and although it suffers from notable ending lag compared to other back aerials, Peach's float and slow falling speed compensate for this. Up aerial hits twice and is impressively disjointed, while the first hit can potentially drag down opponents after a short hop height down aerial for grounded follow-ups; however, its horizontal range compared to Peach's other aerial attacks is somewhat lacking. Finally, her down aerial has the lowest ending lag of all her aerial attacks, and can be used as a potential combo starter at low to middle percents thanks to the final hit's vertical angle.
Comparatively, her grounded attacks are less effective in direct comparison, but are not without utility. Neutral attack comes out on frame 2, making it not only Peach's fastest attack, but also one of the fastest neutral attacks in the entire game; conversely, it is fairly weak compared to other two-hit jabs. Up tilt has a disjointed hitbox above her and can be used as an anti-air attack. Forward tilt is a potential follow-up from down throw, has decent horizontal and vertical range while being disjointed, and uniquely has a vertical launch angle. Down tilt is her fastest tilt attack, and while it is less disjointed than her other tilts, it possesses decent combo potential; with sufficient technical skill, it is possible to follow up the move with multiple neutral aerials performed from ground-level floats. Dash attack is relatively fast and decently disjointed, with the first hit reliably leading into the second, and it can also serve as a potential KO move at very high percents. She has a decent grab game, as her down throw can be followed up with a back aerial, forward tilt or neutral aerial, forward and back throws can easily setup edgeguards, and back throw can even serve as a KO move at extremely high percents. Peach also has a potent if somewhat situational set of smash attacks, all of them possessing reasonably good range: her forward smash can be angled up or down, giving her access to three different weapons (golf club if unangled, frying pan if angled up, or tennis racket if angled down), each with their own useful properties; down smash is a multi-hit attack good for catching rolls and edge recovery options; and her up smash is a particularly powerful move when sweetspotted, while also granting intangibility to her head and arms.
Her special moves have their uses as well. Toad is a counterattack where if either Peach or Toad himself are attacked, the latter will retaliate with spores hitting multiple times. Like most other counterattacks, the move can be used as an edgeguarding tool against certain recovery moves with damaging hitboxes, most notably Ike's Aether and Chrom's Soaring Slash. Unlike most other counterattacks, Toad does not scale relative to the strength of the attack countered. Toad's spores can be reflected or absorbed, with the former property rendering the move useless against many reflectors, such as Mario's Cape or Fox's Reflector. Peach Bomber is a move where Peach lunges forward and strikes with her rear; it can be used as a horizontal recovery option in addition to her aforementioned floating ability, its travel distance is increased if the move is smash-inputted, and in addition to being decently strong if successfully landed, it is also very difficult to punish out of shield because of how she rebounds after successfully hitting a target, though it suffers from high ending lag if whiffed. Peach Parasol is a serviceable vertical recovery move, and can be used as an out-of-shield option thanks to its fast startup and decent range. It is also fairly difficult to contest from above thanks to its large disjoint above her and lingering hitbox if the parasol is kept open after ascending. Finally, Vegetable serves as her projectile, and as a throwable item, it is quite a versatile one; the move also has a 1/250 chance of spawning a powerful Bob-omb and a 1/166 chance of spawning a shield-shattering Mr. Saturn.
While Peach has exceptional strengths, that does not mean she has no weaknesses. Faster opponents may be able to overwhelm her before she can begin throwing vegetables or otherwise defend herself. If thrown into the air, she can have difficulty landing, and when combined with her floatiness, this makes her susceptible to juggling and vertical combos. Peach's ability to approach suffers against swordfighters like Shulk and Cloud or zoners like R.O.B. and Samus, as she lacks the agility to get in close before they can hit her. Her recovery, while very good, is also a potential point of failure, as while she can travel a great deal of horizontal distance, she can also be left vulnerable if forced to rely on Peach Parasol and her vertical recovery is average at best (discounting the incredibly dangerous and situational Bob-omb), as well as predictable. Additionally, her vegetables, being item projectiles, can be picked up by opponents and used against her, despite being fairly useful overall.
Overall, Peach is a technical character that, once mastered, is a major threat to any opponent. Her floating ability, very high air acceleration, and solid aerial attacks give Peach a fantastic air game that allows her to easily outmaneuver her opponents, and initiate devastating set-ups, which is further supplemented with useful specials. However, Peach players have to be aware of her slow grounded movement, somewhat light weight, and extreme floatiness by maximizing her floating ability to constantly transition between the ground and the air, and carefully utilize her moveset to avoid being punished for even a simple mistake.
Changes from Super Smash Bros. 4[edit]
Peach has been heavily buffed overall in the transition to Ultimate. Although most of her kit remains largely identical to their SSB4 counterparts, it has seen noticeable improvements in addition to being further bolstered by gameplay mechanics.
Peach has received a new down tilt with faster startup, and it benefits from the removal of teching for grounded meteor smashes, making it a consistently powerful combo tool that is also safer to use. Forward smash now allows her to choose which weapon to use via angling, instead of having to use it repeatedly to cycle weapons, greatly increasing its reliability. Her special moveset has also seen buffs: Toad is faster as a counterattack and deals more damage; Peach Bomber is faster in the air and stronger; improving its recovery and KO potential; and Vegetables deal more knockback and are faster to both pluck and throw, improving her projectile game.
The changes to gameplay mechanics, however, have given Peach the most improvements. As with most characters, Peach's mobility is faster and her aerials have less landing lag, noticeably aiding her approach and combo game. The new 0.85× damage multiplier for aerial attacks performed in a short hop affects Peach the least out of any returning veteran, as her float bypasses the multiplier, allowing her to attack low to the ground with her aerials; this considerably strengthens her shield pressure and combo potential, with both being one of the most oppressive and one of the rawest in the game in terms of damage and KO power, respectively.
Peach has received a few nerfs though, both indirect and direct. The changes to rage and air dodging both help and hinder Peach. The former improves her survivability and allows her to take general advantage of it more effectively, but notably removes Peach Parasol's infamous ability to one-hit KO opponents by landing only the first hit if she is at a high percentage. The latter makes her combo game more oppressive as well as improving her edgeguarding game, but this also makes her own air dodges among the slowest in the game in terms of ending lag.
In terms of direct changes, her forward aerial, previously one of her most effective KO moves, is weaker and has received a sourspot, making it more difficult to use effectively. Her dash attack and back throw both have reduced knockback as well.
Overall, Peach is considerably better than her SSB4 incarnation thanks to superior mobility and an improved combo game, and the changes to Ultimate's mechanics have further strengthened her caveats. However, Peach still retains some of her weaknesses from the previous game, such as her overall poor mobility, and her somewhat light weight and extreme floatiness rendering her vulnerable to vertical KOs and juggling, the latter of which gives her trouble landing safely. Game updates have also brought some noticeable nerfs to Peach; though the metagame's optimization has shown this has only mildly impacted her viability. Ultimately, Peach fares much better than she did in SSB4, and this is considered to be her strongest incarnation in the series, even above her initial Melee iteration.
Aesthetics[edit]
- Due to the aesthetic used in Ultimate, Peach's model features a more subdued color scheme. Her dress retains its design from SSB4, but features a glossy satin texture. Her hair and gloves feature subtle detailing, similar to her design in Brawl.
- Peach has a new alternate costume—a golden dress. It replaces her Princess Daisy-inspired costume, most likely due to Daisy being a separate character as Peach's Echo Fighter.
- Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.
- Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.
- Double jump and air dodge animation has changed slightly. Additionally, Peach's stun animation is sped up.
- Peach's dress has independent physics, like in Melee. Her dress also no longer puffs up when floating.
- As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:
- Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.
- Down taunt has a heart pop up next to her head. She also no longer spins and winks immediately.
- Peach's victory poses have been changed:
- Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it while saying "Aw, did I win?". This replaces her right-inputted victory pose from Melee to SSB4 where she swings her arm out and puts it behind her.
- Her left-inputted victory pose from previous games has been moved to the right button and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blowing a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her right-inputted pose from Brawl and SSB4.
- Her up-inputted victory pose has her perform a more elegant twirl before striking the pose.
Attributes[edit]
- Like all characters, Peach's jumpsquat animation takes 3 frames to complete (down from 5).
- Peach walks slightly faster (0.86 → 0.924).
- Peach runs faster (1.4175 → 1.595).
- Her initial dash is significantly faster (1.5 → 1.826).
- Peach's traction is much higher (0.068 → 0.111).
- Peach's air speed is faster (0.95 → 1.029), which also increases her floating speed and distance.
- Peach's base air acceleration has been increased (0.01 → 0.04), but her additional air acceleration has been reduced (0.1 → 0.08). This increases her total air acceleration (0.11 → 0.12) but gives her less control over her air speed.
- Peach's falling speed (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.
- Peach's gravity has been increased (0.068 → 0.07).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 62), being tied with her Echo Fighter for the third slowest air dodge in the game duration-wise, only behind Rosalina and Jigglypuff.
- The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.
Ground attacks[edit]
- Neutral attack:
- The first hit has altered angles (74°/78° → 361°/180°), allowing it to lock opponents.
- The first hit transitions slightly faster into the second hit (frame 8 → 7).
- The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.
- Both hits have a higher hitlag multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has a shorter hitbox duration (frames 2-3 → 2) and smaller hitboxes (2.4u/2.4u/3.0u → 2.0u/2.0u/2.4u).
- The second hit's inner hitbox is smaller (4u → 3u).
- The first hit no longer uses set knockback (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it jab cancel setups.
- All hitboxes are now static instead of being attached to Peach's arm.
- Up tilt:
- The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in Brawl), but no longer has higher priority.
- However, the base knockback values remain unchanged (65/40 (shoulders/heart) and do not follow the damage swaps. This unusually makes the lower damage hitbox deal slightly more knockback than the heart hitbox until very high percents.
- The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in Brawl), but no longer has higher priority.
- Down tilt:
- Peach has a new down tilt: a sweep kick rather than an arm sweep.
- It has noticeably less startup (frame 13 → 8), but its total duration was not fully compensated (FAF 28 → 24), giving it marginally more ending lag.
- Because meteor smashes are no longer techable, down tilt can start combos much more effectively.
- The hitbox for grounded opponents does not stretch as far (Y2/Z2 2.0/15.0 → 2.8/10.2).
- The hitbox for aerial opponents has a smaller radius (4.5u → 3.8u), but now matches the one for grounded opponents, no longer being shorter and attached to Peach. Overall it has slightly more range.
- It no longer grants intangibility.
- The zero gravity glitch can no longer be performed.
- Dash attack:
- Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use weight-independent knockback. This allows it to connect better into the second hit.
- The first hit has gained a shieldstun multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.
- The first hit is positioned lower (Y offset 8 → 7) and is less disjointed (Z offset 6.5/11 → 5.5/10.5).
- The second hit's innermost hitbox is slightly larger (4u → 4.5u), and the outermost hitbox is marginally more disjointed (Z2: 11 → 11.2).
- The second hit has lower knockback scaling (140 → 130), hindering its KO potential.
- Hearts appear at the end of the move.
- Forward smash:
- Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. This greatly improves its reliability, letting Peach freely choose which weapon to use without having to execute the move repeatedly. This also allows Peach to change weapon while charging the move, overall making the move significantly harder to DI.
- The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).
- However, all the hitboxes launch at a higher angle (361° → 45°), hindering the move's KO potential, especially for the sourspots.
- The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.
- However, it deals less knockback (80/86 (base)/56/60 (scaling) → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).
- The frying pan has less base knockback (70 → 68).
- Down smash:
- Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
- This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31). Its interruptibility is changed, effectively giving it less ending lag.
- The looping hits keep opponents on the ground (15°/170° → 0°/180°), and have different set knockback values (30/20 → 20/25) and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.
- The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.
- Its animation has been reversed, with Peach spinning towards the screen rather than away from it.
- Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
Aerial attacks[edit]
- All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).
- The introduction of the 0.85× damage multiplier for short hopped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.
- Forward aerial:
- Forward aerial's arm hitbox is smaller (3.8u → 3.4u). It is now a sourspot, dealing less damage (15% → 14%) and taking priority over the sweetspot.
- All hits deal less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering the move's KO potential.
- It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.
- It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.
- Back aerial:
- Back aerial has hearts emerging from near Peach's rear.
- The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.
- Up aerial:
- The second hit has lower SDI multipliers (1× → 0.5×).
Throws and other attacks[edit]
- Peach's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.
- Grabs:
- All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
- Dash grab has more startup (frame 8 → 9).
- Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.
- When Peach grabs an opponent, Toad appears to attack alongside her when she uses her pummel and throws.
- Pummel:
- Peach has a new pummel, where Toad punches the opponent.
- It deals more hitlag (4 frames → 14), but has less startup (frame 4 → 1) and much less ending lag (FAF 19 → 7), shortening its duration.
- It deals less damage (2% → 1.3%).
- Forward throw:
- Peach has a new forward throw; Peach prepares to slap the opponent, then Toad headbutts the opponent away, much to Peach's surprise.
- It deals much more knockback to bystanders (12 base/0 scaling → 55/50) and launches them more horizontally (80° → 361°), allowing it to force them off the stage.
- Back throw:
- Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.
- Down throw:
- Peach has a new down throw, where Toad headbutts the opponent onto the ground.
- It has increased combo potential due to her faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves[edit]
- Toad:
- Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).
- It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback adjusted on the last hit (15 base/300 scaling → 40/210), dealing more knockback overall.
- It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.
- Its intangibility has a shorter duration (frames 11-14 → 8-10).
- The last hit launches at a higher angle (361° → 45°).
- The spores are individual projectiles rather than hitboxes attached to Peach.
- As a result, Peach no longer takes any hitlag from the move, allowing it to transition faster and connect more reliably, despite each hit having a higher hitlag multiplier (0.4× → 1×).
- However, this greatly decreases its shieldstun.
- Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.
- Along with the new animation, the sound effect on the startup has been removed.
- Peach Bomber:
- Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).
- It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.
- Peach can control her drift much earlier after a missed aerial Peach Bomber.
- Peach has less recoil when landing the move (initial speed: -1.2 → -0.95).
- It has more ending lag if it connects (FAF 21 → 25).
- Peach Parasol:
- Peach Parasol has less landing lag if the parasol is open (41 frames → 26).
- The looping hits use weight-independent knockback, with the last one also having a different autolink angle (366° → 368°), and all of them having different set knockback values (180/160 (hit 1), 90 (hit 2-5) → 160/130 (hit 1), 160/80/70 (hits 2-4), 80/70 (hit 5)), allowing them to connect more reliably.
- Due to rage being changed to not affect set knockback, and the first hit's lower values, it can no longer one-hit KO opponents, removing Peach's early KO setups.
- The open parasol during Peach's descent deals less damage (3% → 2%) and significantly less knockback (90 base/100 scaling → 65/15), making a single hit much less safe.
- The open parasol no longer deals any hitlag, and has a faster rehit rate (30 → 18), which combined with the previous change allows Peach to more effectively hit opponents multiple times with it, much like in Melee.
- Vegetable:
- Vegetable has less ending lag (FAF 43 → 40).
- Peach's item throw has less ending lag on the ground in all directions (FAF 27 (forward)/back)/26 (up)/22 (down) → 25/24/20), now matching their aerial counterparts.
- All turnips have increased base damage values (2% (normal/carrot/line/dot/happy)/6% (wink)/12% (dot)/23% (stitch-face) → 5%/10%/16%/24%).
- Turnips have less base knockback but more knockback scaling (30 base/35 scaling → 25/45), improving weaker turnips' combo potential and stronger turnips' KO potential.
- Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.
- Turnips have smaller hitboxes (2.4u → 2.1u).
- Turnips now deal negative shield damage (0 → -2.5).
- Peach Blossom:
- Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 230/130/100 (clean), 200/130/100 (late)), putting opponents to sleep for longer as a result.
Update history[edit]
Most likely as a result of her dominating performances in the competitive scene of Ultimate, Peach was nerfed overall by game updates. She received a few nerfs in update 3.0.0, her Toad can no longer be used to stall indefinitely in the air, now only stalling at its first use, and her Vegetables deal less shield damage, hindering the projectiles' shield pressure capabilities.
Update 3.1.0 arguably nerfed Peach harder than any other balance patch in the game's lifespan: Both back throw and forward aerial deal less knockback, further weakening what was considered to be her more effective KOing options, Peach Bomber has more endlag when connected, hindering its safety against shields, and Vegetable has more endlag, leaving Peach more vulnerable to enemy attacks when plucking turnips. Moreover, the removal of held item attacks makes her options when holding a turnip less versatile.
However, Peach has also received a few small buffs in various updates. Thanks to its changes in updates 2.0.0, 3.1.0, and 5.0.0, Peach Parasol connects more reliably against opponents and grabs the ledge much easier, patch 3.1.0 allows jab to connect more efficiently, and forward smash's golf club swing deals more knockback, improving its KO potential. Patch 4.0.0 made it so Toad's spores connect more reliably when countering an attack from behind, and 13.0.1 made so Peach Bomber now allows Peach to grab the edges of stages for its entire duration.
Overall, while Peach, along with Daisy, have been nerfed, the Princesses are still seen as some of the game's best characters, and remain highly prevalent and successful in the competitive scene to this day.
- Dash attack has reduced knockback scaling (140 → 130).
- Peach Parasol's multi hits have reduced knockback (FKB: 180/160 → 160/130 (hit 1), 90 → 80/70 (hits 2-5)).
- This makes it less likely for the move to KO at 0%.
- Consecutive hits will connect better in some scenarios.
- It is now easier to grab ledges with Peach Parasol.
- Peach Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.
- Toad no longer stalls continuously in the air after the first use.
- The launch angles of Peach Parasol's multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.
- Vegetable deals less shield damage (0 → -2.5).
- Peach Blossom has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).
- The animations for Peach's ledge attack and swinging animation have been adjusted.
- Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
- Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
- Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.
- Peach Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
- Peach Parasol's hits connect more reliably.
- Vegetable has more ending lag (FAF 37 → 40).
- Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.
- Toad's counterattack connects more easily when blocking an attack from behind.
- Peach Parasol's late loop hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
- A rare bug with Peach Parasol when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.
- Peach Parasol's linking hits connect more reliably.
- Pummel has a larger hitbox (4.5u → 5.5u) that is placed further horizontally (Z offset: 5.8u → 6.8u), allowing it to connect more consistently.
- Peach Bomber can grab edges for longer (frame 16-37 → frame 16 onwards).
Moveset[edit]
- Peach can float for 2.5 seconds.
For a gallery of Peach's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Royal Slap (ロイヤルビンタ) / Royal Round-Trip Slap (ロイヤル往復びんた) | 2% | Slaps the enemy twice with her leading arm: the first being an inward forehand slap, and the second being an outward backhand slap. The first hit can lock. The move is similar to her Super Slap attack in Super Mario RPG: Legend of the Seven Stars. | |
3% | ||||
Forward tilt | Can-Can Kick (カンカンキック) | 7% (early, clean leg), 8% (clean foot), 6% (late) | 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 and juggles. | |
Up tilt | Royal Heart (ロイヤルハート) | 10% (blast), 8% (arm) | Extends her arm upward, creating a discharge of pink magic in the form of a heart. May be based on her initial appearance in Melee's opening movie. | |
Down tilt | Underfoot Kick (足もとキック) | 7% | A low sweep kick. This move meteor smashes grounded opponents. It has very good combo potential at low to mid percents, most infamously leading into multiple fast-fallen neutral aerials performed from ground-height floats at lower percents, though many other follow-ups are possible instead. | |
Dash attack | Lady Push (レディープッシュ) | 4% (hit 1), 6% (hit 2) | Creating magical sparks in her hands, Peach strikes with both arms extended forward, then quickly spreads her arms out. A relatively quick dash attack with good range that can serve as a situational KO move at higher percents. | |
Forward smash | ↗ | Peach Smash (ピーチスマッシュ) | 18% (frying pan) | Strikes with a bludgeon, depending on the angle of the attack: angling it upward uses a frying pan from Super Mario RPG: Legend of the Seven Stars, angling it downward uses the tennis racket from the Mario Tennis games, and no angling uses the golf club from the Mario Golf games. 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 a strong semi-spike. |
→ | 15% (golf club) | |||
↘ | 13.5% (tennis racket) | |||
Up smash | Ribbon Dance (リボンダンス) | 17% (heart), 15% (arm), 12% (ribbon), 12% (late heart), 10% (late arm) | Raises her arm and twirls a pink ribbon. A heart appears at the tip of the ribbon, which is where the sweetspot is located. Her head and arm become intangible for the duration of the move (frames 14-20). | |
Down smash | Dress Edge (ドレスエッジ) | 2% (hits 1-6), 3% (hit 7) | Peach does a clockwise spin on her left leg and utilizes the edge of her dress, slashing multiple times. | |
Neutral aerial | Peach Spin (ピーチスピン) | 13% (clean), 6% (late arms), 5% (late body) | Spins around at an angle with arms extended, dealing damage to her left and right sides. The late hit can lock. Peach's fastest aerial attack, coming out on frame 5, as well as the one with the lowest amount of landing lag. Its low base knockback, combined with its fast startup and low landing lag, make it an extremely effective combo tool, especially when combined with her floating ability and the clean hit's impressively high damage output for a neutral aerial. Despite this, the clean hit's damage output and knockback scaling is sufficient to allow for it to have decent horizontal KO potential at higher percents. | |
Forward aerial | Crown Knuckle (クラウンナックル) | 15% (crown), 14% (arm) | Peach grabs the crown off her head and strikes with it in a vertical arc with red and turquoise magic sparkles emerging from it. Has the slowest startup out of all her aerial attacks, coming out on frame 16, and it also has high ending lag. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later. | |
Back aerial | Sky Hip (スカイヒップ) | 12% (clean), 7% (late) | Peach strikes behind her by thrusting her rear. She creates a heart, although it is aesthetic, and possesses no hitbox. At low percentages, even the clean hit can lock. Due to its 40 frames of ending lag, it has the highest ending lag of Peach's aerials and is very punishable when not autocanceled or used close to the ground. | |
Up aerial | Rainbow Bridge (レインボーブリッジ) | 4% (hit 1), 6% (hit 2) | Swipes above her head with her arms from left to right, creating two magic rainbow trails. A decent juggling tool, especially given the move's disjoint and power. The first hit can also be used to drag down aerial opponents, particularly after a down aerial done from a float at short hop height at lower percents. When low floating, only the second hit will hit medium to large opponents, while small characters avoid it entirely. | |
Down aerial | Super Piston Kick (スーパーピストンキック) | 2% (hits 1-3), 5% (hit 4) | Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. Has very low landing lag for a down aerial, and its ending lag is extremely low, allowing Peach to act just six frames after the final hit is active. It's a decent combo starter at low to mid percents if performed from a float at short hop height. Coming out on frame 12, it's rather fast for its type. | |
Grab | Grab (つかみ) | — | Reaches out with her arm. An average grab, though Toad appears when Peach has grabbed an opponent. | |
Pummel | Grab Toad Punch (つかみキノピオパンチ) | 1.3% | Toad punches the opponent. Average power and speed. | |
Forward throw | Toad Rocket (キノピオロケット) | 2% (hit 1), 8% (throw) | Toad leaps forward, headbutting the opponent away. | |
Back throw | Iron Hip (アイアンヒップ) | 2% (hit 1), 9% (throw) | Places opponent behind her and bumps them away with her rear. Toad is present, mimicking Peach's rear thrust, but he does not contribute any damage. Peach's strongest throw, and the only one that can KO at reasonable percents. | |
Up throw | Hand Toss (ハンドトス) | 2% (hit 1), 6% (throw) | Puts opponent above her, and strikes them upward. Toad leaps up with Peach, but he does not hit the opponent. | |
Down throw | Toad Drop (キノピオドロップ) | 1% (hit 1), 7% (throw) | After putting the opponent on the ground, Toad leaps up and headbutts them, sending them upward and behind Peach. Good for starting combos, as it can lead to her back aerial and forward tilt at low to mid percents. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swirls around in a similar fashion to Mario's down smash. | ||
Floor attack (back) Floor getups (back) |
7% | Swings her legs around. | ||
Floor attack (trip) Floor getups (trip) |
5% | Two kicks to either side. | ||
Edge attack Edge getups |
9% | While getting up, swipes forward with a hand at ground level. | ||
Neutral special | Toad | 3.5% (per hit) | Peach covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Peach will wince. Toad releases 6 spores, dealing 21% if all spores hit. If attacked from behind, Peach and Toad switch places. | |
Side special | Peach Bomber | 12% | Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further. | |
Up special | Peach Parasol | 3% (first hit), 1% (hits 2-5), 2% (last hit), 2% (open) | Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will. | |
Down special | Vegetable | Varies | Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs. | |
Final Smash | Peach Blossom | 30% (close), 20% (mid), 10% (far) | Peach performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders. |
Face | Damage | Chance |
---|---|---|
Grin | 5% | 60.14% |
Stare | 5% | 10.14% |
Closed Eyes | 5% | 8.62% |
Surprised | 5% | 5.17% |
Happy | 5% | 5.14% |
Wink | 10% | 6.89% |
Dot-Eyes | 16% | 1.72% |
Stitch-Face | 24% | 1.72% |
Mr. Saturn | 7~9% | 0.6% |
Bob-omb | 25~36% | 0.4% |
Stats[edit]
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump Height | Double jump Height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 89 | 1.826 – Initial dash 1.595 – Run |
0.924 | 0.111 | 0.01 | 1.029 | 0.015 – Base 0.105 – Additional |
0.07 | 1.19 – Base 1.904 – Fast-fall |
3 | 30.03 - Base 14.5 - Short hop |
30.03 |
Announcer calls[edit]
English/Japanese/Chinese
Dutch
French
French (PAL)
German
Italian
Russian
Spanish
On-screen appearance[edit]
- Appears spinning out of a shower of hearts, then winks and poses with her parasol saying "Hi!".
Taunts[edit]
- Up taunt: Faces the screen, takes out, and twirls her parasol while saying "Sweet!". Possibly a reference to an idle animation in Super Princess Peach.
- Side taunt: Dances once in a taunting manner as little music notes flutter around her while singing "La la la la laaa laaa!" in a tune similar to "Ring Around the Rosie".
- Down taunt: Faces the screen, winks, points with her index finger in a somewhat bent posture and says "Uh-huh!" A heart will also pop up by her head.
Idle poses[edit]
- Looks over her shoulders and brushes something off her dress.
- Raises her arms up and stretches.
- Adjusts her ring before raising her hand and looking at it. This idle animation only plays if Peach is currently facing right.
- Fiddles with her hair.
Crowd cheer[edit]
Victory poses[edit]
- Left: While motioning from right to left, she leans on her parasol. She then raises it while doing a stationary twirl, and poses with it open while resting it on her shoulder. Throughout the motioning, she says "Aw, did I win?"
- Up: Twirls with her arms raised as hearts surround her. Afterwards, she poses with her right hand on her hip and her left hand up towards her chest while saying "This is fun!"
- Right: Waves while walking forward, blows a kiss (in the form of a pink heart), and says "Peachy!" Afterward, she rests her right arm across her waist, and waves with her left hand.
In competitive play[edit]
Most historically significant players[edit]
See also: Category:Peach players (SSBU); Category:Daisy players (SSBU)
- Eik - The second-best Peach player from Japan since 2023, having notably placed no lower than 17th at any events that year, which included 7th at Shinosuma HEROES 4, 9th at WAVE Champions 6 upsetting Kameme, and 13th at DELTA 7 [FAT]. Due to this consistency, Eik was ranked 73rd on the LumiRank 2023 despite having only competed offline for seven months.
- Kie - The best Peach player in Japan in 2019, ranking 87th on the OrionRank 2019. Although he played a variety of characters, he primarily used Peach in some of his best major runs, including 17th at EVO Japan 2020 and 25th at Umebura Japan Major 2019, and regularly placed highly at Sumabato events with Peach, including 2nd at Sumabato SP 3.
- Leaf - A top 20 player in Mexico for most of Ultimate, who has placed top 8 at many Mexican events, such as 7th at Smash Fest to the Sky and Tijuana At War 2022, and has also placed highly at a few majors/supermajors, most notably 17th at both Smash Factor 8 and Smash Factor 9.
- Ling - One of the best Peach/Daisy players in North America, having been ranked in the top 100 for several years, peaking at 44th on the OrionRank Mid-Year 2022. He has seen several strong runs at a regional level, which includes placing 2nd at the superregional Patchwork, defeating ShinyMark and MVD along the way. In addition, he has placed highly at several majors and supermajors, most notably 9th at both Riptide and MomoCon 2022.
- Meru - The best Peach player in Europe, as well as the second-best player in Europe overall in the first six months of 2019, placing 2nd at a multitude of notable European events, including Tech Republic IV, ICARUS V, and European SEL Clash. Since moving to Japan, he has also seen some success, including 49th at the supermajor Kagaribi 9.
- MuteAce - One of the best Peach players of all-time, and the overall best since 2020. He is the second Peach/Daisy player to win a major, doing so at Patchwork 2024, and is also known for his 2nd-place finish at GENESIS 9, which marks the best Peach/Daisy performance since the early metagame.
- RobinGG - Europe's second-best Peach player after Meru in 2019, placing top 8 at many German events and highly at other European events, including 13th at VCA 2019, 17th at Syndicate 2019, and 25th at Albion 4. Although less active outside of Germany in the post-online metagame, he is still considered the best player of either princess in Europe after Meru's departure.
- Samsora - The best Peach player in the world, as well as a top 3 player, during his prime in 2019. He is the first Peach/Daisy player to win a major/supermajor, with his most notable win being Shine 2019. Following controversies involving him in 2020, he has only attended a few events, albeit to lesser success.
- Umeki - The third-best player of either princess of all-time, as well as the best who primarily uses Daisy. Although less consistent compared to MuteAce or Samsora, his major and supermajor peaks are just as strong, which includes placing 2nd at Seibugeki 12, 3rd at Umebura SP 6, and 5th at Port Priority 8.
Tier placement and history[edit]
At the beginning of Ultimate's metagame, players immediately recognized Peach's improved viability compared to her appearance in SSB4, thanks to a mixture of direct and indirect buffs. Her down tilt had faster startup than in SSB4 while also benefitting from the universal run-canceling mechanic and increased shieldstun on grounded attacks, and due to the removal of teching against grounded meteor smashes, it could now serve as an effective combo starter; additionally, the combination of the universal 3-frame jumpsquat with the reduced landing lag on Peach's aerials helped to make her combo game involving ground-float/low-float aerials and Vegetable the strongest it had been since her debut in Melee.
Daisy's lack of any meaningful gameplay differences from Peach meant that she shared the exact same positive competitive reception that Peach did, with both characters generally treated by competitive players as if they were one single character. Due to this, both characters were collectively considered among the best characters in the game, which was reflected in results garnered from players such as Samsora, MuteAce, and Umeki. Even after nerfs in subsequent patches, the two were still considered to be top-tier, thanks to Samsora's explosive performances throughout 2019.
Subsequent years slightly hurt Peach and Daisy's shared warm reception, most notably due their perceived lower viability in the online metagame, Samsora's significantly decreased activity due to his controversies, Umeki's worse consistency in the post-online metagame, and the rise of other characters in the online metagame which proved to be difficult matchups for the two princesses, such as Cloud, Mr. Game & Watch, and Sonic. On the other hand, MuteAce's results began improving as he continued to showcase how deadly Peach and Daisy's turnip combos could be, while Ling also began finding more success at a national level. As such, although no longer considered among the best characters in the game, the two are still widely considered a top tier, which is reflected in their placement on the first tier list, as they were collectively ranked 9th.
Peach and Daisy's shared perception would only continue to improve following the release of the first tier list, as MuteAce's results continued to improve. In addition, Umeki's results became slightly more consistent again, while newcomer Eik began making waves on the Japanese scene. With better results in 2023, opinions on the two characters began improving ever so slightly, and as such, Peach and Daisy saw a small rise to 7th on the second tier list.
Classic Mode: No Damsel in Distress[edit]
Peach's opponents are villains in various universes that have all captured a certain damsel before.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Bowser Jr. | Mushroom Kingdom | Delfino Plaza (Remix) | The music references Bowser Jr.'s debut in Super Mario Sunshine. It also references how Bowser Jr. thinks Peach is his mother, as well as how Peach was kidnapped by Bowser Jr. in New Super Mario Bros.. |
2 | Ganondorf | Mushroomy Kingdom | Dark World (for 3DS / Wii U) | The stage references the Gerudo Desert. This references how Zelda was kidnapped by Ganondorf. |
3 | Donkey Kong | 75m (Battlefield form) | Donkey Kong / Donkey Kong Jr. Medley | Donkey Kong has his red costume equipped, referencing Cranky Kong's appearance at the time as the first Donkey Kong. This references the game Donkey Kong, where Pauline is kidnapped by Donkey Kong. |
4 | Koopalings | Mushroom Kingdom U | Fortress Boss - Super Mario Bros. 3 | Horde Battle (3 at a time). The Koopalings are fought in the order Mario faces them in New Super Mario Bros. U. This references how Peach is kidnapped by the Koopalings in the New Super Mario Bros. series. |
5 | King K. Rool | Jungle Japes | Gang-Plank Galleon | This references Donkey Kong Country 2 and 3, where Donkey Kong is kidnapped by King K. Rool. |
6 | Bowser | Peach's Castle | King Bowser - Super Mario Bros. 3 | Items do not appear. When playing multiplayer, the second Bowser will have his blue costume, referencing Bowser's Brother from Super Mario Bros.: The Lost Levels. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On Intensity 7.0 or higher, Crazy Hand teams up with Master Hand. |
Note: All stages Peach travels to are either Mario or Donkey Kong stages.
Credits roll after completing Classic Mode. Completing it as Peach has Slide (Remix) accompany the credits.
Role in World of Light[edit]
Although Peach does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
Peach is on a desolate platform in the Molten Fortress sub-area where Giga Bowser is fought, a callback to her usual role as a damsel in distress. The player must enter the pipe and free the spirit of Aisya to activate the blue ! Switch in order to progress to Peach.
Fighter Battle[edit]
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
13 | Peach | 7,500 | Mushroom Kingdom U | Fortress Boss - Super Mario World |
Spirits[edit]
Peach's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Peach has been unlocked. Unlocking Peach in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her Fighter Spirit has an alternate version that replaces it with her artwork in Ultimate.
Additionally, Peach makes an appearance in various Primary and Support Spirits.
In Spirit Battles[edit]
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponent[edit]
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
29 | Peach (Wedding) | Super Mario Series | •Peach •Mario |
9,900 | New Donk City Hall | •Flowery | •Defeat the main fighter to win •You constantly take minor damage •The enemy tends to avoid conflict |
Break Free (Lead The Way) | |||
44 | Pidgit | Super Mario Series | •Peach | 3,600 | Mushroom Kingdom II | N/A | •The enemy starts the battle with a Rocket Belt •The enemy has increased jump power |
Ground Theme - Super Mario Bros. 2 | |||
79 | Pauline | Super Mario Series | •Peach •Mario •Giant Donkey Kong |
13,700 | 75m (hazards off) | •Jump Power ↓ | •Defeat the main fighter to win •You have reduced jump power •Reinforcements will appear during the battle •The enemy tends to avoid conflict |
Jump Up, Super Star! | |||
88 | Cheep Charger | Mario Kart Series | •Peach | 1,900 | Mario Circuit | N/A | •The enemy favors grabs and throws •The enemy has increased move speed |
Mushroom Gorge - Mario Kart Wii | Toad | ||
91 | Badwagon | Mario Kart Series | •Metal Peach | 9,700 | Mario Circuit | N/A | •The enemy is metal | Mario Circuit - Mario Kart 8 | Pink Gold Peach | ||
107 | Princess Shroob | Mario & Luigi Series | •Peach (120 HP) | 3,800 | Princess Peach's Castle | •Giant •Attack Power ↑ |
•The enemy is giant when the enemy's at high damage •Stamina battle •The enemy has increased attack power when the enemy's at high damage |
The Grand Finale | |||
123 | Perry | Super Princess Peach | •Peach | 1,800 | Golden Plains (Battlefield form) | N/A | •The enemy's up special has increased power •The enemy favors up specials •The enemy falls slowly |
Ground Theme - Super Mario Bros. (Melee) | Peach | ||
129 | Rabbid Peach | Mario + Rabbids Kingdom Battle | •Bunny Peach | 4,500 | 3D Land | •Item: Super Scope | •Timed battle (1:30) •The enemy tends to avoid conflict •The enemy heals over time |
Arcade Bunny's Theme | |||
225 | Agitha | The Legend of Zelda Series | •Peach •Bayonetta |
1,900 | Kongo Falls | •Item: Beehive | •Take your strongest team into this no-frills battle | The Hidden Village | |||
561 | Magearna | Pokémon Series | •Metal Peach •Clear Mega Man ×2 |
9,500 | Wily Castle (hazards off) | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle •The enemy is metal |
Battle! (Gladion) | |||
746 | Princess Shokora | Wario Land Series | •Peach •Mr. Game & Watch •Wario |
2,900 | Mushroom Kingdom II | •Item: Transforming Types | •Defeat the main fighter to win •Timed battle (1:30) •The enemy tends to avoid conflict |
Ruins - Wario Land: Shake It! | |||
842 | Joan | Animal Crossing Series | •Peach •Villager |
3,800 | Town and City | N/A | •The enemy favors down specials | Town Hall and Tom Nook's Store - Animal Crossing: Wild World | |||
1,033 | Annie | Splatoon Series | •Peach | 3,600 | Moray Towers | N/A | •The enemy is easily distracted by items | Kraken Up | |||
1,321 | Peachette | Super Mario Series | •Peach •Mii Brawler (Moveset 2121, Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7) •Luigi •Mario |
10,000 | Mushroom Kingdom U (hazards off) | •Easy to Launch •Hazard: Low Gravity |
•All fighters are easy to launch •Timed battle (1:00) •Gravity is reduced |
Ground Theme - New Super Mario Bros. U | |||
1,425 | Peach (Paper Mario: The Origami King) | Paper Mario Series | •Peach | 2,100 | Peach's Castle (Battlefield form) | •Assist Trophy Enemies (Chain Chomp) •Item: Hammer |
•Hostile assist trophies will appear | Paper Mario Medley | |||
1,493 | Peach (Mario Golf: Super Rush) | Mario Golf: Super Rush | •Peach •Daisy |
4,200 | Delfino Plaza (ocean pillar section) | •Item: Mario Kart •Hazard: Heavy Wind |
•Defeat the main fighter to win •Dangerously high winds are in effect after a little while •The enemy favors side smash attacks |
Title Theme - Wii Sports Resort | |||
1,525 | Peach & Stella | Super Mario Series | •Peach •Tiny Kirby |
12,800 | Luigi's Mansion | •Assist Trophy Enemies (Lyn, Chef Kawasaki, Akira Yuki) | •Hostile assist trophies will appear •The enemy favors up smash attacks |
Fossil Falls | Peach |
As a minion[edit]
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
47 | Wart | Super Mario Series | •King K. Rool •Peach |
4,000 | Skyworld (Battlefield form) | •Hazard: Slumber Floor | •Defeat the main fighter to win •The floor is sleep-inducing |
Boss Theme - Super Mario Bros. 2 | Vegetables | ||
104 | Geno | Super Mario RPG: Legend of the Seven Stars | •Sheik •Peach •Kirby •Bowser •Mario |
13,700 | Mario Galaxy (Battlefield form) | N/A | •Defeat the main fighter to win •Timed battle (2:30) •The enemy's FS Meter charges quickly |
Rainbow Road Medley | Peach (Princess Toadstool) | ||
118 | Wanda | Super Mario Series | •Tiny Palutena •Yoshi •Peach •Mario |
1,500 | Green Greens (Battlefield form) | N/A | •Defeat the main fighter to win •Reinforcements will appear after an enemy is KO'd |
Mario Paint Medley | Peach | ||
128 | MC Ballyhoo & Big Top | Mario Party Series | •Mario •Yoshi •Peach •Luigi |
1,600 | Mario Circuit | •Item Tidal Wave | •Certain items will appear in large numbers after a little while | Pandemonium | Peach | ||
132 | Mario (Mario Tennis Aces) | Mario Tennis Aces | •Mario •Peach |
8,800 | Wuhu Island (Swordplay Colosseum) |
•Assist Trophy Enemies (Color TV-Game 15) | •Hostile assist trophies will appear •The enemy favors smash attacks |
Title Theme - Mario Tennis Aces | Peach | ||
976 | Gangster, Lady, & Policeman | Hogan's Alley | •Wolf •Peach •Ike |
1,700 | Tomodachi Life (Battlefield form) | N/A | •Defeat the main fighter to win | Duck Hunt Medley | Lady | ||
1,240 | Mio & Mayu Amakura | Fatal Frame Series Project Zero Series |
•Daisy •Peach |
4,700 | Luigi's Mansion | •Assist Trophy Enemies (Yuri Kozukata) | •Timed battle (2:00) •Hostile assist trophies will appear when the enemy's at high damage •The enemy tends to avoid conflict |
On the Hunt -Gloomy Manor Ver.- (Instrumental) | Mayu Amakura | ||
1,300 | Dice Block | Super Mario Series | •Mario •Peach |
1,900 | Princess Peach's Castle | •Item Tidal Wave | •Items will be pulled toward the enemy •Certain items will appear in large numbers |
Pandemonium | Peach | ||
1,311 | Ann Takamaki | Persona Series | •Zero Suit Samus •Giant Peach |
4,500 | Castle Siege (Throne Room) | •Item: Fire Flower | •Defeat the main fighter to win | Last Surprise | Carmen | ||
1,398 | Cuphead | Cuphead | •Mega Man (140 HP) •Giant Peach Team (70 HP) |
9,400 | New Pork City (Ω form) | N/A | •Defeat the main fighter to win •The enemy's ranged weapons have increased power •Stamina battle |
Final Results - Wii Party U | The Root Pack | ||
•Mii Gunner (140 HP) (Moveset 1312, Cuphead Hat, Cuphead Outfit)[SB 1] •Giant Peach Team (70 HP) |
Floral Fury[SB 1] | ||||||||||
1,410 | Daisy Mae | Animal Crossing Series | •Villager •Clear Peach |
1,900 | Town and City | N/A | •Defeat the main fighter to win •The enemy favors down air attacks •The enemy is invisible |
Tour - Animal Crossing: New Leaf | Turnips | ||
1,494 | Travis Touchdown | No More Heroes Series | •Mii Swordfighter (Moveset 3132, Captain Falcon Helmet, Black SSB T-Shirt) •Sheik •Peach |
3,700 | Big Blue (Battlefield form) | N/A | •Defeat the main fighter to win •The enemy favors special moves •Reinforcements will appear during the battle |
Live & Learn | Charlotte Birk | ||
•Mii Swordfighter (Moveset 3132, Travis Wig, Travis Outfit)[SB 1] •Sheik •Peach |
As an ally[edit]
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
30 | Bowser (Wedding) | Super Mario Series | •Bowser •Ally: Peach |
9,700 | New Donk City Hall | N/A | •You lose if your CPU ally is KO'd •The enemy favors dash attacks •The enemy has increased attack power |
Underground Moon Caverns | Peach (Wedding) | ||
137 | Donkey Kong & Lady | Donkey Kong Series | •Giant Donkey Kong (250 HP) •Ally: Peach (120 HP) |
13,500 | 75m | •Item Tidal Wave | •You lose if your CPU ally is KO'd •The enemy has super armor and is hard to launch or make flinch •Timed stamina battle (1:30) |
Donkey Kong / Donkey Kong Jr. Medley | Pauline |
Alternate costumes[edit]
Gallery[edit]
Peach above Town and City.
Performing her up aerial attack on Green Greens.
Striking Sheik with Toad on Tortimer Island.
Idling on Mario Galaxy.
With Villager, plucking a Vegetable on Gaur Plain.
In her black-and-gold dress on Princess Peach's Castle.
Peach, Diddy Kong, Mega Man, and Bayonetta fighting around Alolan Exeggutor on Pilotwings.
With Captain Falcon and Terry (as well as a small visible part of Ridley), all in their golden alternate colors, on New Donk City Hall.
Fighter Showcase Video[edit]
Trivia[edit]
- Super Smash Bros. Ultimate is the first Smash Bros. game where Peach holds an object, more specifically her parasol, in her character artwork.
- Peach's pose in her official artwork resembles an official piece of artwork from her series in which she holds her parasol in a similar manner.
- One of Peach's new victory poses resembles part of her Hole-in-One animation from Mario Golf: World Tour, albeit without the parasol.
- There are two inconsistencies on Peach's model that were not present in her model in Super Smash Bros. for Wii U:
- Possibly due to Daisy being an Echo Fighter of her, this is the first Smash game since Melee to not include Peach's Daisy-based alternate costume.
- Peach has the most idle poses out of the entire cast, with four as opposed to the usual two. The only other exceptions to this are Jigglypuff and Byleth, who only have one, and Steve, who has none.
- Peach is one of five characters whose unlocking battle in World of Light is not on either Final Destination or an Ω form. The other four are Daisy, King K. Rool, Toon Link, and Mii Gunner.
- Peach, Zelda, Falco, Olimar, Duck Hunt, and Dark Pit are the only fighters to appear as allies in spirit battles.
- Peach appeared in two spirit battles as an ally, unlike the listed fighters that appeared in one spirit battle.
- Peach, Corrin, Hero and Steve are the only characters who fight the same fighter multiple times in Classic Mode route; in Peach's case, Bowser Jr. and the Koopalings appears as an opponent in Rounds 1 and 4.
- This is the first game where Peach's default head icon depicts her crown as its natural gold, as all previous depictions have matched her dress' pink. She shares this trait with Zero Suit Samus.
- Oddly, on the Sound Test, voice clips for Peach's "Aw, did I win?" victory pose are separated. The "Aw" is followed by her other victory quotes, which are followed by the "did I win?". This oddity was not present in Brawl or Smash 4.
References[edit]