Editing Peach (SSBU)

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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 [[Peach (SSBM)|her initial ''Melee'' iteration]].
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 [[Peach (SSBM)|her initial ''Melee'' iteration]].


{{SSB4 to SSBU changelist|char=Peach}}
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Peach's model features a more subdued color scheme. Her hair and gloves now feature simple detailing, similar to her design in ''[[Brawl]]''. Her dress retains its design from the previous iteration, but now features a glossy satin texture.}}
*{{change|Peach has a new [[Alternate costume (SSBU)#Peach|alternate costume]]—a golden dress. It replaces her [[Princess Daisy]]-inspired costume, most likely due to {{SSBU|Daisy}} now being a separate character as Peach's [[Echo Fighter]].}}
*{{change|Peach now faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are now mirrored as a result.}}
*{{change|Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.}}
*{{change|Peach's dress now has independent physics, like in ''Melee''. Her dress also no longer puffs up when [[floating]].}}
*{{change|Peach's particle effects have been enhanced. Her pink heart effects are larger and more visually striking.}}
*{{change|Peach's taunts have been tweaked.}}
**{{change|Up taunt is much faster.}}
**{{change|Side taunt has been shortened, as she now only dances back and forth once instead of three times, though the music notes still appear.}}
**{{change|Down [[taunt]] now has a heart pop up next to her head. She also no longer spins, and winks immediately.}}
*{{change|Peach's victory poses have been changed.}}
**{{change|Her first one is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her old one where she swings her arm out and puts it behind her.}}
**{{change|Her second one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand, as opposed to spinning before waving with her right hand. She also now says "Peachy!".}}
**{{change|Her third one has her perform a more elegant twirl before striking the pose.}}
*{{change|Peach's stun animation is sped up.}}
*{{change|[[Double jump]] and [[air dodge]] animation has changed slightly.}}
 
===Attributes===
*{{buff|Like all characters, Peach's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Peach [[walk]]s slightly faster (0.86 → 0.924).}}
*{{buff|Peach [[run]]s faster (1.4175 → 1.595).}}
**{{buff|Her initial [[dash]] is significantly faster (1.5 → 1.826).}}
*{{buff|Peach's [[traction]] is much higher (0.068 → 0.111).}}
*{{buff|Peach's [[air speed]] is faster (0.95 → 1.029), which also increases her [[floating]] speed and distance.}}
*{{change|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.}}
*{{change|Peach's [[falling speed]] (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.}}
*{{change|Peach's [[gravity]] has been increased (0.068 → 0.07).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag ([[FAF]] 31 → 36).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 27).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 62), now being tied with [[Daisy (SSBU)|her Echo Fighter]] for the third slowest air dodge in the game duration-wise, only behind {{SSBU|Rosalina}} and {{SSBU|Jigglypuff}}.}}
*{{change|The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit has altered angles (74°/78° → [[361]]°/180°), allowing it to [[lock]] opponents.}}
**{{buff|The first hit transitions slightly faster into the second hit (frame 8 → 7).}}
**{{buff|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.}}
**{{nerf|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.}}
**{{nerf|The first hit has a shorter hitbox duration (frames 2-3 → 2).}}
**{{nerf|The second hit's inner hitbox is smaller (4u → 3u).}}
**{{nerf|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.}}
*[[Up tilt]]:
**{{change|The stronger and weaker hits have been reversed: the hitbox on the heart is stronger than the hitbox on her shoulders, much like in ''Brawl''.}}
*[[Down tilt]]:
**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}}
**{{buff|It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded [[meteor smash]]es no longer being [[tech]]able, this allows it to start combos much more effectively.}}
**{{nerf|It no longer grants intangibility.}}
*[[Dash attack]]:
**{{buff|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.}}
**{{buff|The first hit has gained a [[shieldstun]] multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.}}
**{{buff|The second hit's outermost hitbox is slightly larger (4u → 4.5u).}}
**{{nerf|The second hit has lower knockback scaling (140 → 130), hindering its KO potential.}}
**{{change|Hearts appear at the end of the move.}}
*[[Forward smash]]:
**{{buff|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. This greatly improves its reliability, letting Peach freely choose what weapon to use without having to telegraph it. This also allows her to change weapon while charging the move.}}
**{{buff|The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).}}
**{{buff|The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.}}
**{{nerf|The golf club launches at a higher angle (361° → 45°), hindering the sourspots' KO potential.}}
**{{nerf|The tennis racket 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°).}}
**{{nerf|The frying pan has less base knockback (70 → 68).}}
*[[Down smash]]:
**{{buff|Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).}}
***{{buff|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).}}
**{{buff|The looping hits keep opponents on the ground (15°/170° → 0°/180°), have different set knockback values (30/20 → 20/25), and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.}}
**{{change|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.}}
**{{change|Its animation has been reversed, with Peach spinning towards the screen rather than away from it.}}
 
===Aerial attacks===
*{{buff|All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).}}
*{{buff|The introduction of the 0.85× damage multiplier for [[short hop]]ped 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]]:
**{{nerf|Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.}}
**{{change|It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.}}
**{{change|It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.}}
*[[Back aerial]]:
**{{change|Back aerial has hearts emerging from near Peach's rear.}}
**{{buff|The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.}}
 
===Throws and other attacks===
*[[Grab]]s:
**{{nerf|All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).}}
**{{nerf|Dash grab has more startup (frame 8 → 9).}}<!--Startup on Kurogane Hammer's Smash 4 page is wrong-->
**{{nerf|Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.}}
*{{change|When Peach [[grab]]s an opponent, [[Toad]] appears to attack alongside her when she uses her pummel and [[throw]]s.}}
*[[Pummel]]:
**{{change|Peach has a new pummel, where Toad punches the opponent.}}
**{{buff|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.}}
**{{nerf|It deals less damage (2% → 1.3%).}}
*[[Forward throw]]:
**{{change|Peach has a new forward throw, where Toad headbutts the opponent away.}}
**{{buff|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]]:
**{{nerf|Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.}}
*[[Down throw]]:
**{{change|Peach has a new down throw, where Toad headbutts the opponent onto the ground.}}
**{{buff|It has increased combo potential due to her faster jumpsquat and jump speed.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
 
===Special moves===
*{{b|Toad|move}}:
**{{buff|Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).}}
**{{buff|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 compensated on the last hit (15 base/300 scaling → 40/210).}}
**{{nerf|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.}}
**{{nerf|Its intangibility has a shorter duration (frames 11-14 → 8-10).}}
**{{change|The last hit launches at a higher angle (361° → 45°).}}
**{{change|The spores are individual [[projectile]]s rather than hitboxes attached to Peach.}}
***{{buff|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×).}}
***{{nerf|However, this greatly decreases its shieldstun.}}
**{{change|Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her.}}
*[[Peach Bomber]]:
**{{buff|Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).}}
**{{buff|It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.}}
**{{buff|Peach can control her drift much earlier after a missed aerial Peach Bomber.}}
**{{nerf|It has more ending lag if it connects (FAF 21 → 25).}}
*[[Peach Parasol]]:
**{{buff|Peach Parasol has less landing lag if the parasol is open (41 frames → 26).}}
**{{buff|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.}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{buff|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]]:
**{{buff|Vegetable has less ending lag (FAF 43 → 40).}}
**{{buff|Peach's item throw has less ending lag (FAF 27 → 25), allowing for easier followups.}}
**{{buff|Turnips have less base knockback (30 → 25), but more knockback scaling (35 → 45) improving weaker turnips' combo potential and stronger turnips' KO potential.}}
**{{change|Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.}}
*[[Peach Blossom]]:
**{{buff|Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 200/130/100), putting opponents to [[sleep]] for longer as a result.}}


==Update history==
==Update history==

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