Peach (SSB4): Difference between revisions

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'''Peach''' ({{ja|ピーチ|Pīchi}}, ''Peach'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed on September 12th, 2013, the day before the 28th anniversary of ''{{s|supermariowiki|Super Mario Bros.}}'', the landmark NES game in which she debuted. She is among the first wave of compatible [[amiibo]] figures.
'''Peach''' ({{ja|ピーチ|Pīchi}}, ''Peach'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed on September 12th, 2013, the day before the 28th anniversary of ''{{s|supermariowiki|Super Mario Bros.}}'', the landmark NES game in which she debuted. She is among the first wave of compatible [[amiibo]] figures.


Samantha Kelly reprises her role as Peach in ''Smash 4'', albeit via voice clips from ''[[Super Smash Bros. Brawl]]''. <ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref>
Samantha Kelly reprises her role as Peach in ''Smash 4'', albeit via voice clips from ''[[Super Smash Bros. Brawl]]''.<ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref>


Peach is ranked at 20th place out of 55 characters on the [[tier list]], placing her at the bottom of the B tier. This is a significant improvement from her previous 19th of 38 in ''Brawl'', where she is ranked as the lowest character in upper mid-tier. Peach's ability to [[float]] gives her a uniquely strong air game and allows her to pressure opponents safely; this along with her [[Vegetable]] projectiles makes for a good [[neutral game]] in most matchups. Peach has great combos and can perform complicated combos with high damage output. She also has surprisingly good KOing ability due mainly to the high knockback of her forward aerial.  
Peach is ranked at 20th place out of 54 characters on the [[tier list]], placing her at the bottom of the B tier. This is a moderate improvement from her prior rank of 19th out of 38 in ''Brawl'', where she is ranked as the lowest character in upper mid-tier. Peach's ability to [[float]] gives her a uniquely strong air game and allows her to pressure opponents safely; this along with her [[Vegetable]] projectiles makes for a good [[neutral game]] in most matchups. Peach has great combos and can perform complicated combos with high damage output. She also has surprisingly good KOing ability due mainly to the high knockback of her forward aerial.


However, Peach suffers from light weight, slow ground movement and difficulty landing safely, which can lead to her being overwhelmed by aggressive opponents.  
However, Peach suffers from light weight, slow ground movement and difficulty landing safely, which can lead to her being overwhelmed by aggressive opponents.


Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to {{Sm|Samsora}}, who has achieved great placings at majors like [[GameTyrant Expo 2017]]. Due to this, many believe that her current place on the tier list is too low.
Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to {{Sm|Samsora}}, who has achieved great placings at majors like [[GameTyrant Expo 2017]]. Due to this, many believe that her current place on the tier list is too low.
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Peach has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but she was [[buff]]ed overall relative to the cast. Peach's overall mobility has improved due to having a better double jump, quicker dashing speed, and better air speed. Her ground game has been particularly improved thanks to her stronger smash attacks, faster Peach Bomber and her tilt attacks leading to many follow ups (due to the changes to [[hitstun canceling]]). Furthermore, her dash attack, forward aerial and back throw received significant increases in knockback, improving her KO power and reducing one of the main weakness she had in ''Brawl''. Peach's approaches from below are also safer with the gain of a new [[up aerial]]. She also has a slightly easier time defending against juggles and aerial followups due to her improved air dodge and slightly faster falling speed. Her grab game is also better as while her dash grab and standing grab are laggier, her forward, up and especial back throws are stronger and the removal of hitstun canceling has made down throw a more potent combo throw.
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 throw, up throw and especially her back throw are all stronger and the removal of hitstun canceling has made down throw a more potent combo throw.


However, Peach has seen various nerfs as well. Her damage output and frame data are overall worse with many attacks dealing less damage and/or being laggier. While her aerial mobility was improved, her overall aerial game was not. Her aerials have higher landing lag overall and they [[auto-cancel]] later with her forward aerial in particular suffering from its later auto cancel window. Neutral aerial is slower and both it and back aerial can no longer link their clean hits into their late hits, up aerial has less combo potential and down aerial is weaker and its final hit has higher knockback making it a less effective combo tool (although this is largely compensated with the general mechanic changes). Lastly, [[Vegetable]] now takes longer to pluck as Peach has lost all of the advanced techniques she once had, worsening her projectile game.
However, Peach has seen various nerfs as well. Her damage output and frame data are overall worse with many attacks dealing less damage and/or being laggier. While her aerial mobility was improved, her overall aerial game was not. Her aerials have higher landing lag overall and they [[auto-cancel]] later with her forward aerial in particular suffering from its later auto cancel window. Neutral aerial is slower and both it and back aerial can no longer link their clean hits into their late hits, up aerial has less combo potential and down aerial is weaker and its final hit has higher knockback making it a less effective combo tool (although this is largely compensated with the general mechanic changes). Lastly, [[Vegetable]] now takes longer to pluck as Peach has lost all of the advanced techniques she once had, worsening her projectile game.


The general mechanic changes of ''SSB4'' both helped and hindered Peach. On the negative side, the removal of edgehogging makes it much more difficult for Peach to edgeguard while benefiting her recovery less than most other characters. Peach is also too slow to benefit from the new untechable [[reel]]ing animation while still lacking reliable tools to [[lock]] opponents. The removal of chain grabbing does not highly benefit Peach as she was not only already immune to most chain grabs due to her floaty status but it also removes her ability to chain grab with down throw. Lastly, the most significant change which hindered her was the removal of [[glide toss]]ing as she was one of the most prominent users of the technique in ''Brawl'' and it overall further worsens her projectile game. Due to her status as a lightweight, Peach's lackluster endurance prevents her from making effective use of the rage mechanic herself. On the other hand, her opponents can use the [[rage]] mechanic to K.O. Peach relatively early.  
The general mechanic changes of ''SSB4'' both helped and hindered Peach. On the negative side, the removal of edgehogging makes it much more difficult for Peach to edgeguard while benefiting her recovery less than most other characters. Peach is also too slow to benefit from the new untechable [[reel]]ing animation while still lacking reliable tools to [[lock]] opponents. The removal of chain grabbing does not highly benefit Peach as she was not only already immune to most chain grabs due to her floaty status but it also removes her ability to chain grab with down throw. Lastly, the most significant change which hindered her was the removal of [[glide toss]]ing as she was one of the most prominent users of the technique in ''Brawl'' and it overall further worsens her projectile game. Due to her status as a lightweight, Peach's lackluster endurance prevents her from making effective use of the rage mechanic herself. On the other hand, her opponents can use the [[rage]] mechanic to K.O. Peach relatively early.


On the positive side however, she heavily benefits from rage if she can survive long enough make use of it due to her kill moves being even stronger and her [[Peach Parasol]] being able to kill opponents at insanely early percents. The changes to hitstun and the weakening of [[DI]] also heavily benefits her combo game as many more of her moves can link into each other while she remains fairly difficult for most characters to combo. The weakening of SDI also benefits moves such as her down smash and down aerial with the latter also benefiting from the changes to hitstun.  
On the positive side however, she heavily benefits from rage if she can survive long enough make use of it due to her kill moves being even stronger and her [[Peach Parasol]] being able to kill opponents at insanely early percents. The changes to hitstun and the weakening of [[DI]] also heavily benefits her combo game as many more of her moves can link into each other while she remains fairly difficult for most characters to combo. The weakening of SDI also benefits moves such as her down smash and down aerial with the latter also benefiting from the changes to hitstun.


Despite 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.  
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.


===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 has a new running animation that is reminiscent of her running animation from ''{{s|supermariowiki|Super Mario 3D World}}''.}}
*{{change|Peach now holds her dress when running, akin to her running animation from ''{{s|supermariowiki|Super Mario 3D World}}''.}}
*{{change|Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.}}
*{{change|Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.}}
*{{change|The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in ''Melee'' and ''Brawl''.}}
*{{change|The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in ''Melee'' and ''Brawl''.}}
*{{bugfix|Both of Peach's KO screams in ''Brawl'' had swapped places; the alternate KO scream is the main KO scream and vice versa, matching the order on the game files.}}
*{{change|Both of Peach's KO screams in ''Brawl'' had swapped places; the alternate KO scream is the main KO scream and vice versa, matching the order on the game files.}}
*{{change|Peach's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Peach's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%) and both hits have more ending lag (FAF 20 → 28 (hit 1), FAF 23 → 30 (hit 2)).}}
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|The first hit has smaller hitboxes (3.5u/2.4u/3.5u/2.5u → 3u/2.4u/2.4u), and the far hitbox has been moved closer to Peach (x offset: 4 → 2.5), reducing its range.}}
**{{nerf|Both hits have more ending lag (FAF 20 (hit 1)/23 (hit 2) 28/30).}}
**{{nerf|The back shoulder hitbox on both hits has been removed.}}
**{{buff|The second hit's near hitboxes are larger (2.4u/3.5u → 3u/4u).}}
**{{nerf|The second hit's far hitbox is smaller (3.5u → 3u), and it has been moved closer to Peach (x offset: 4 → 2.5), reducing its range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt's late hit deals much more knockback (50 (base), 55 (scaling) → 40/120). The changes to [[hitstun canceling]] also improves forward tilt's overall combo potential.}}
**{{buff|Forward tilt's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.}}
**{{nerf|Forward tilt's clean hit deals less damage (10%/11%/13% → 7%/8%), with its knockback compensated (35 (base), 85 (scaling) → (50/55)/102). This hinders its damage racking potential as well as its combo potential.}}
**{{buff|The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).}}
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-16 7-15).}}
**{{buff|The changes to [[hitstun canceling]]/[[Directional Influence]] improves forward tilt's ability to set up juggles.}}
**{{change|The late hit now launches opponents towards Peach (90° → 92°).}}
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-8 (clean)/9-16 (late) → 7 (clean leg)/8-9 (clean leg and foot)/10-15 (late)).}}
***{{nerf|The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.}}
**{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less favorable angles (90°/100°/80° → 88°/80°/75°). This hinders the body/leg hitboxes' KO potential despite their increased knockback (35 (base), 85 (scaling) → 50/102) and even the foot hitbox is weaker than the previous body hitbox.}}
**{{nerf|The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.}}
**{{nerf|The late hit's leg and body hitboxes have been removed.}}
**{{nerf|The late hit has a higher hitlag multiplier (1x 1.2x).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup lag (frame 10 → 9).}}
**{{buff|Up tilt has less startup lag (frame 10 → 9).}}
**{{nerf|Up tilt's sweetspot has a much less favorable placement, covering a small part of Peach's body, as opposed to her blast in ''Brawl''. Furthermore, the move is weaker in both damage (10%/13% → 8%/10%) and knockback (60 (base), 70 (scaling) → (40/65)/84). The blast also has a smaller hitbox (11u → 8u) and her arm is no longer intangible.}}
***{{nerf|However, its total duration was unchanged, giving it slightly more ending lag.}}
**{{buff|Up tilt launches opponents at a much higher angle (65° → 94°/92°), improving its KO potential, as well as improving its ability to set up juggles and greatly reducing its susceptibility to DI.}}
**{{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.}}
**{{nerf|The heart blast deals much less damage (13% → 8%) and its knockback was not fully compensated (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|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.}}
**{{change|Peach no longer winks while performing her up tilt.}}
**{{change|Peach no longer lifts her skirt with her right hand while performing her up tilt, despite the animation being unchanged.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Peach's arm is now [[intangible]] when performing down tilt.}}
**{{buff|Peach's arm is now [[intangible]] from frames 9-14 when performing down tilt.}}
**{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105). While this would improve its combo potential especially with the weakening of [[DI]] and the changes to [[hitstun canceling]], this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed (although this doesn't effect the aerial version). It also has more startup lag (frame 12 13), can no longer meteor smash aerial opponents and it can no longer be used to pseudo [[crawl]] which also means that Peach has lost the advanced movement options she had out of down tilt.}}
**{{buff|The hitbox against grounded opponents is now extended, giving it more horizontal range relative to Peach.}}
**{{nerf|It has less hitboxes and the one spiking grounded opponents is smaller, but extended (5.1/5.1/3.8/3.8u 3.8u/4.5u).}}
***{{nerf|However, this hitbox is also smaller (5.1u → 3.8u), giving it less vertical range.}}
**{{change|The hitbox against grounded opponent's is now static.}}
**{{nerf|Down tilt has more startup lag (frame 12 → 13).}}
***{{buff|However, its total duration was unchanged, giving it slightly less ending lag.}}
**{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.}}
***{{buff|However, when combined with the changes to [[hitstun canceling]]/DI, this improves the move's combo potential against aerial opponents.}}
****{{nerf|However against grounded opponents, this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed, hindering the move's effectiveness against grounded opponents overall.}}
**{{nerf|The aerial hitbox is smaller (5.1u → 4.5u), and it has been moved closer to Peach (x offset: 2 0), noticeably reducing its range.}}
**{{nerf|Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.}}
***{{nerf|This also means that the move can no longer meteor smash aerial opponents, significantly hindering its edgeguarding potential.}}
**{{nerf|Down tilt has a new animation where Peach performs a straighter arm swipe. This gives the move less vertical range, especially considering the removal of the arm and body hitboxes.}}
***{{nerf|This new animation is also longer, (34 frames 41), increasing the amount of time Peach cannot walk after performing the move.}}
***{{nerf|Peach also does move nearly as far forward when performing the move, slightly reducing its horizontal range, despite its increased disjoint, and making it much less effective as a pseudo crawl.}}
***{{nerf|Peach also does not move nearly as far back after performing the move, making it easier to whiff punish and removing the backwards slide Peach could do by interrupting the down tilt at the right time, removing down tilt's use as an advanced movement option.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's second hit deals more damage (4% → 6%) and has increased knockback scaling (125 → 140), making it a reliable KO move. The first hit now has set knockback (30 (base), 50 (scaling) → 50/70 (set)/100) making it connect more reliably with the second hit at higher percents.}}
**{{buff|Dash attack's first hit now has set knockback (30 (base), 50 (scaling) → 50/70 (set)/100) making it connect more reliably with the second hit at higher percents.}}
**{{nerf|Dash attack's first hit has less range (5u/4u/4u 4u/3u) and launches opponents vertically (361° → 50°/70°) removing its ability to [[lock]] and [[trip]]. The move's high set knockback can also cause the second hit to whiff making it connect less reliably at lower percents especially if the near hit connects. The hitbox on her head on both hits has also been removed.}}
**{{buff|The second hit deals more damage (4% → 6%) and has increased knockback scaling (125 140), greatly improving its KO potential.}}
**{{change|Dash attack now has a magic effect, and uses a magic sound effect, rather than a normal effect and punch sound effect respectively.}}
**{{change|The first hit's angles have been altered (361° → 50°/70°).}}
***{{buff|This makes dash attack connect more reliably when used near an edge.}}
***{{nerf|However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.}}
***{{nerf|Additionally, this also means that the first hit can no longer occasionally [[lock]] and [[trip]].}}
**{{nerf|The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).}}
**{{nerf|The head hitbox on both hits has been removed.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash cycles regularly between the tennis racket, golf club, and frying pan, instead of picking them at random, allowing players to choose what tool to use for the attack.}}
**{{buff|Forward smash cycles regularly between the tennis racket, golf club, and frying pan, instead of picking them at random, making the move much more consistent.}}
**{{nerf|Forward smash has a shorter duration (frames 15-19 → 15-17) and more ending lag (FAF 40 → 46).}}
**{{nerf|Forward smash has a shorter duration (frames 15-19 → 15-17) and it has more ending lag (FAF 41 → 46).}}
**{{nerf|The body hitbox has been removed on all variants.}}
**{{change|Peach now swings all three items in with one hand instead of both.}}
**{{change|Peach now swings all three items in with one hand instead of both.}}
***{{buff|The tennis racket's sourspot deals more damage (12% → 13%) and knockback (40/30 (base), 60 (scaling) → 80/56).}}
*Golf Club:
***{{nerf|The tennis racket's sweetspot deals less knockback (40 (base), 100 (scaling) → 86/60).}}
**{{nerf|The golf club has more base knockback but less knockback scaling (50 (base), 70 (scaling) → 60/65), which makes it weaker overall.}}
***{{buff|The frying pan deals more knockback (30 (base), 68 (scaling) 70/65).}}
**{{nerf|The large ground hitbox is smaller (9u → 7u).}}
***{{nerf|The golf club in her forward smash has altered knockback (50 (base), 70 (scaling) → 65/60), making it somewhat weaker.}}
**{{nerf|The handle hitbox has been moved closer to Peach (y offset: -0.4 → 0).}}
*Tennis Racket:
**{{buff|The tennis racket's sourspots deal more damage (12% → 13%) and knockback (40/30 (base), 60 (scaling) → 80/56).}}
**{{nerf|The large ground hitbox deals more base knockback but less knockback scaling (40 (base), 100 (scaling) → 86/60). While this makes the move stronger when used near the horizontal blastzone, this also makes the move noticeably weaker overall.}}
**{{nerf|The large ground hitbox is smaller (8u 7u).}}
*Frying Pan:
**{{buff|The frying pan deals much more knockback (30 (base), 68 (scaling) → 70/65).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97). The 15% sweetspot is larger (5u → 5.8u) and deals slightly more knockback as well (40 (base), 100 (scaling) → 50/97), now being more powerful than the 17% sweetspot. The late hit also has higher base knockback (40 → 60).}}
**{{buff|Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97).}}
**{{nerf|Up smash's 17% sweetspot is smaller (4u → 2.5u) and deals less knockback (40 (base), 100 scaling) → 27/97) significantly hindering its KO potential and no longer being one of the strongest up smashes. It also now takes priority over the 15% sweetspot which is not ideal due to its reduced strength.}}
**{{buff|The 15% sweetspot deals slightly more knockback (40 (base), 100 (scaling) → 50/97).}}
**{{buff|The 15% sweetspot is larger (5u → 5.8u).}}
**{{buff|The late hit has increased base knockback (40 → 60).}}
**{{change|The attack now produces a [[Slash#Stab|stab]] effect, rather than a [[normal]] effect.}}
**{{change|Peach now produces a pink ribbon when she performs her up smash.}}
**{{change|The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.}}
**{{nerf|The 17% sweetspot is smaller (4u → 2.5u), giving it less range despite it now using an extended hitbox.}}
**{{nerf|The 17% sweetspot deals less knockback (40 (base), 100 scaling) → 27/97), significantly hindering its KO potential to the point where it is now weaker than the 15% sweetspot.}}
**{{nerf|The 17% sweetspot now takes priority over the 15% sweetspot (ID# 1 → 0). Considering the fact that the 17% sweetspot is no longer the strongest, this hinders the move overall.}}
**{{nerf|The late hit's hitboxes have swapped priority, making the sweetspot harder to land.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has a greater amount of possible hits (4 5). The first few hits now have set knockback (38 (base), 80 (scaling) → 30/20 (set)/100) and have altered angles (145° → 15°/170°) making them connect far more reliably. The final hit deals drastically more knockback (38 (base), 80 (scaling) 40/180) making it stronger despite dealing less damage. Each hit also has a longer duration (1 frame → 2).}}
**{{buff|Down smash has a received a fifth hit, which deals much more knockback (38 (base), 80 (scaling) → 40/180) and launches opponents forwards (145° → 361°), significantly improving its KO potential.}}
**{{nerf|Down smash deals less damage (5% → 2%/3% (hits 1-4), 3% (hit 5), 20% → 11%-15% (total)). It also has more ending lag (FAF 44 55) and the last hit is no longer a [[semi-spike]] (145° → 361°).}}
***{{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|This new final hit has a very significant hitlag multiplier (3x).}}
**{{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 deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).}}
**{{nerf|Down smash has smaller hitboxes (4.3u/4.3u/5u/5u 2.5u/3.2u/3.2u (hits 1-4)/4.3u (hit 4), giving it less range, despite the hitboxes now being extended.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Except for neutral aerial, all of her aerials [[auto-cancel]] later (forward aerial: 20 frames → 41 frames, back aerial: 20 frames → 30 frames, up aerial 23 frames → 41 frames, down aerial: 32 frames 38 frames). These changes make it more difficult to auto-cancel out of her float, weakening its use for shield pressure (particularly with her forward and back aerials).}}
*{{bugfix|An issue where Peach's float would be cancelled if she interrupted an aerial during her float has been fixed. As none of Peach's aerials were interruptible in ''Brawl'' however, this does not change Peach's float game.}}
*{{nerf|All aerials have longer animations (49 frames (neutral)/54 (forward/back)/35 (up)/39 (down) 57/75/63/53/47), increasing the amount of time Peach cannot grab ledges after performing an aerial.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial has more startup lag and a shorter duration (frames 3-23 → 5-19). The late hit also deals less damage (9%/10% → 5%/6%) with no compensation on its knockback. Peach can also no longer connect both hits of neutral aerial significantly reducing its maximum damage output (22% → 13%).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 49).}}
***{{buff|The late hit's lower power allows it to lock for longer.}}
**{{buff|The hand hitboxes are slightly larger (2.88u → 3u).}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-6 (clean)/7-23(late) → 5-8/9-19).}}
**{{nerf|The body hitbox is much smaller (4.32u → 2.5u).}}
**{{nerf|The late hit deals less damage (10%/9% → 6%/5%), making it much weaker.}}
***{{buff|However, this also improves the late hit's followup potential at higher percents.}}
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of neutral aerial, significantly reducing its maximum damage output (23% → 13%).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84) and has a longer duration (frame 16-19 → 16-20).}}
**{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84).}}
**{{nerf|Forward aerial has slightly more ending lag (FAF 55 → 58). It is also a far worse spacing tool due to its worse auto-cancel window.}}
**{{buff|Forward aerial has a longer duration (frame 16-19 → 16-20), increasing its range below Peach.}}
**{{nerf|Forward aerial has more ending lag (FAF 55 → 58).}}
**{{nerf|Forward aerial [[auto-cancel]]s much later (frame 20 → 41), no longer doing so straight after the hitboxes are no longer active. This drastically hinders forward aerial's use as a spacing tool, as Peach can no longer land completely safely with it, unless she spaces it.}}
***{{nerf|This also removes forward aerial's followup potential at very low percents.}}
**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-15 → 1-9).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial's clean and late hitbox durations are shorter (frames 6-8 → 6-7 (clean), frames 9-19 → 8-13 (late). Back aerial's clean hit also deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92). It is also no longer possible to connect both hits of back aerial and it no longer has a small hitbox in front of Peach.}}
**{{buff|Back aerial has less ending lag (FAF 55 → 54).}}
**{{nerf|Back aerial has increased landing lag (9 frames 18).}}
**{{buff|Back aerial's hitbox has been positioned further out (z offset: -4 → -5), improving its range.}}
**{{change|As with most back aerials, back aerial now always launches opponents behind Peach.}}
**{{nerf|Back aerial has a shorter duration (frames 6-8 (clean)/9-19 (late) 6-7/8-13).}}
**{{nerf|Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.}}
**{{nerf|Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.}}
**{{nerf|The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).}}
**{{nerf|The front hitbox has been removed, reducing back aerial's range in front of Peach.}}
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of back aerial, significantly reducing its maximum damage output (21% 12%).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Peach gained a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively. It has greater horizontal reach, a longer duration (frames 8-12 → 10-19) a disjointed [[hitbox]], and better [[juggling]] abilities. The first hit allows Peach to follow up with an attack that comes out on frame 10 or below, if she cancels it into the ground quickly.}}
**{{change|Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.}}
**{{nerf|New up aerial deals less damage (11%/12%/13% → 4% (hit 1), 6% (hit 2), 10% (total)) and the base knockback on the second hit was not fully compensated (0 → 30). It also has more startup lag (frame 8 → 10), ending lag (FAF 35 46) and harder to land than before due to having less range below Peach. All these changes hinder its combo potential.}}
**{{buff|Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.}}
**{{nerf|Up aerial has increased landing lag (9 frames → 12).}}
**{{buff|Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).}}
***{{buff|These changes make this up aerial a superior juggling option in comparison to the previous up aerial.}}
**{{change|The second hit now always launches opponents vertically (80°/361° → 76°/70°).}}
***{{buff|This allows it to set opponents (especially grounded) up for a juggle more consistently.}}
***{{nerf|However, this also means that it can no longer setup certain grounded followups, lock/trip, or be used as an edgeguarding tool, as there is no longer a horizontal launching hitbox.}}
***{{nerf|In addition to this, it launches opponents at a lower angle compared to the previous vertical launching hitboxes, hindering its KO potential and making it more susceptible to DI.}}
**{{nerf|Up aerial has more startup lag (frame 8 → 10) and ending lag (FAF 36 → 46).}}
**{{nerf|Up aerial has more landing lag (9 frames → 12).}}
**{{nerf|Up aerial auto-cancels much later (frame 23 → 41).}}
**{{nerf|Up aerial has a shorter initial auto-cancel window (frames 1-7 → 1-4).}}
**{{nerf|Up aerial deals less damage (13%/12%/11% → 4% (hit 1)/6% (hit 2)/10% (total)), without full compensation on the second hit's knockback (0 (base), 100 (scaling) 50/112).}}
**{{nerf|Up aerial has much less range below Peach, making it much harder to connect against grounded opponents.}}
**{{nerf|Due to it now being a multi hit, up aerial is less reliable overall.}}
***{{nerf|Altogether, these changes significantly hinder up aerial's damage racking potential, especially against grounded opponents.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial is much harder to [[SDI]] out of, and its last hit deals slightly more knockback (40 (base), 120 (scaling) 60/110) improving its KO potential. The changes to hitstun cancelling also improves its combo potential beyond low percents.}}
**{{buff|Down aerial has less ending lag (FAF 40 → 39).}}
**{{nerf|Down aerial's first three hits deal less damage (3% → 2%/1%) and its down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform. The last hit's higher base knockback also hinders its combo potential as it now puts opponents into [[tumble]] at 0% making follow ups more difficult.}}
***{{buff|When combined with Peach's higher double jump and the changes to hitstun cancelling/DI, this improves down aerial's combo potential at higher percents.}}
**{{nerf|Down aerial has increased landing lag (9 frames 13).}}
**{{buff|The weakening of [[SDI]] makes down aerial more difficult to escape from.}}
**{{nerf|Down aerial has more landing lag (9 frames → 13).}}
**{{nerf|Down aerial auto-cancels later (frame 32 → 38), no longer doing so straight after the hitboxes are no longer active.}}
***{{nerf|Both of these changes hinder the followup potential and safety of Peach's landing down aerial.}}
**{{nerf|The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).}}
***{{buff|However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.}}
**{{nerf|Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.}}
**{{nerf|Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable hitbox placements (y/z offsets: 0/2 (lower hitbox)/4/0 (upper hitbox) → (-1/1)/(4/-0.5)).}}
***{{nerf|When combined with the universally increased falling speeds, this makes down aerial connect even less reliably when used from high distances, especially against fast fallers.}}
***{{nerf|The move's smaller hitboxes also hinders its ability to hit opponents underneath platforms.}}
**{{nerf|The final hit deals more knockback (40 (base), 120 (scaling) → 60/110) and launches opponents at a lower angle (70° 60°). This hinders its followup potential (especially at lower percents), while also not improving its KO potential, due to its lower launch angle.}}


===Throws/other attacks===
===Throws/other attacks===
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**{{nerf|Dash grab has more startup lag (frame 6 → 8) no longer being the sole fastest dash grab in the game (although it is still one of the fastest).}}
**{{nerf|Dash grab has more startup lag (frame 6 → 8) no longer being the sole fastest dash grab in the game (although it is still one of the fastest).}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
**{{nerf|All grabs have smaller grabboxes (4u (standing/pivot)/3.5u (dash)). This gives Peach's grabs less vertical range and gives her standing grab the same amount of horizontal range, despite it being stretched out further.}}
**{{nerf|All grabs have smaller grabboxes (4u (standing/pivot)/3.5u (dash) → 3.3u/2.6u). This gives Peach's grabs less vertical range and gives her standing grab the same amount of horizontal range, despite it being stretched out further.}}
*[[Pummel]]:
*[[Pummel]]:
**{{nerf|Pummel has lost its head and foot hitboxes, reducing its range.}}
**{{nerf|Pummel has lost its head and foot hitboxes, reducing its range.}}
Line 142: Line 245:
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}}
**{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}}
**{{nerf|Peach releases her opponent from forward 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|The hitbox no longer uses the burn sound effect on hit, instead using a kick sound effect.}}
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}}
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}}
**{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}}  
**{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}}
**{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}}
**{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}}
**{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}}
**{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}}
**{{nerf|The removal of [[chaingrab]]bing has hindered down throw's racking potential at lower percents.}}
**{{nerf|The removal of [[chaingrab]]bing has hindered down throw's racking potential at lower percents.}}
**{{nerf|The hitbox has a shorter duration (frames 33-42 → 33-35).}}
**{{nerf|The hitbox has a shorter duration (frames 33-42 → 33-35).}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup lag (frame 17 → 14).}}
***{{buff|The second hits also have less startup lag (frame 25 → 23 (front)/22 (back)).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Peach's body, which covers less range.}}
*Back floor attack:
**{{nerf|Back floor attack has a shorter duration (frames 17-19/25-27 → 14-15/22-23).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{nerf|Peach has a new edge attack: a hand swipe. Compared to her previous fast edge attack, it has more startup lag with a shorter duration (frames 10-16 → 18-20), less range, a less favorable angle (361° → 45°) and it has more ending lag to match other edge attacks (FAF 55 → 56).}}
**{{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|Edge attack has increased intangibility (frames 1-8 → 1-15) and as with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
***{{buff|However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.}}
 
***{{change|This new edge attack uses Peach's unique "slapping" sound effect on hit.}}
**{{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.}}
**{{nerf|Edge attack launches opponents at a less favorable angle (361° → 45°).}}
**{{buff|Edge attack has increased intangibility (frames 1-8 → 1-15).}}
***{{nerf|However, Peach is vulnerable for one frame longer before the hitbox comes out (1 frame → 2).}}
***{{buff|Edge attack deals more damage (6% → 7%) and as with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|The front hit has more startup lag (frame 26 → 28).}}
**{{nerf|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which covers less range, especially around Peach's body.}}
===Special moves===
===Special moves===
*[[Toad (move)|Toad]]:
*[[Toad (move)|Toad]]:
**{{buff|[[Toad (move)|Toad]]'s spores deal more knockback at close range and also turns Peach around when she is hit from behind. Toad also deals 3 more possible hits and 2% more damage if all the hits connect (18 20%) and the final hit deals much more knockback (40 (base), 180 (scaling) → 15/300). Toad's counter also has less startup lag with a longer duration (frames 11-31 10-34).}}
**{{buff|Toad has less startup lag with a longer duration (frames 11-31 → 10-34).}}
**{{buff|Toad has less ending lag (FAF 65 61 (counter), FAF 66 61 (connect)).}}
**{{buff|Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).}}
**{{nerf|Toad has less intangibility if it connects (frames 1-4 → 1-3).}}
**{{buff|If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.}}
**{{buff|Toad's spores deal less damage (3% → 2%) and (with the exception of the final spore) have decreased knockback (40 (base), 180 (scaling) → 20/150), in addition to having altered angles (45° → 30°/361°/366°). This allows them to connect more reliably.}}
**{{buff|Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.}}
**{{buff|The loop spores have a lower hitlag multiplier (1x 0.4x), making them much harder to SDI.}}
**{{buff|The loop spores are larger (4.5u 6u/7u/4u (early), 6u/9u/4u (mid), 6u/12u/4u (late)) and they overall have more range.}}
**{{buff|The final spore deals more knockback (40 (base), 180 (scaling) 15/300) and launches opponents at a more favorable angle (45° → 361°), improving its KO potential despite its lower damage.}}
**{{nerf|Toad's attack has less intangibility (frames 1-4 → 1-3).}}
**{{nerf|The final spore has a higher hitlag multiplier (1x → 2x).}}
*[[Peach Bomber]]:
*[[Peach Bomber]]:
**{{buff|[[Peach Bomber]] has much less startup lag (frame 24 → 14 (grounded), frame 34 → 20 (aerial)) which also reduces its ending lag if Peach lands with it and Peach Bomber has gained the ability to consistently hit shields.}}
**{{buff|[[Peach Bomber]] has much less startup lag (frame 24 → 14 (grounded), frame 34 → 20 (aerial)) which also reduces its ending lag if Peach lands with it.}}
**{{nerf|[[Peach Bomber]] has more landing lag (33 frames → 35) and  much more ending lag in the air (27 frames → 50), making it less useful for recovery. It also deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°) although its knockback was compensated (50 (base), 40 (scaling) → 60/69).}}
**{{buff|Peach Bomber's distance can now be extended if Peach performs a smash input, much like in ''Melee''.}}
**{{buff|Peach Bomber can now consistently hit shields, as opposed to passing right through them in most scenarios.}}
**{{buff|Peach Bomber deals more knockback (50 (base), 40 (scaling) → 60/69), improving its KO potential despite its lower damage/higher launch angle.}}
**{{buff|Peach Bomber now has a static hitbox, but it has been moved further outwards (y/z offsets: 0/0 → 5/4.5), improving its range.}}
**{{change|Peach Bomber now always launches opponents in the direction Peach is facing.}}
**{{nerf|Peach Bomber has more landing lag (33 frames → 35).}}
**{{nerf|Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.}}
**{{nerf|Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.}}
*[[Peach Parasol]]:
*[[Peach Parasol]]:
**{{buff|Peach Parasol's jump is faster and covers more height. The introduction of [[rage]] also greatly benefits Peach Parasol as it can potentially kill opponents at 0%.}}
**{{change|All hits of Peach Parasol no longer have a normal effect and a [[slash]] sound effect, instead having a {{b|magic|effect}} effect/sound effect.}}
**{{buff|Peach Parasol's final hit has a longer duration (frames 31-32 → 31-33).}}
**{{nerf|Peach Parasol gains slightly less height.}}
**{{change|Peach Parasol's open hit deals much more knockback (35 (base), 40 (scaling) → 90/100) improving its KO potential but removing its ability to chain into itself.}}
*Hit 1:
**{{nerf|Peach Parasol's first hit has a shorter duration (frames 7-10 7-9).}}
**{{buff|The first hit has increased set knockback (150 → 180/160). When combined with the introduction of [[rage]], this can allow the move to potentially KO opponents at 0%.}}
**{{buff|The first hit's far hitbox now launches opponents towards Peach (90° → 98°).}}
**{{nerf|The first hit deals less damage (5% → 3%).}}
**{{nerf|The first hit has a shorter duration (frames 7-10 → 7-9).}}
**{{nerf|The first hit has smaller hitboxes (5u/6u → 4u/5u) and the far hit has been moved closer to Peach (z offset: 6.5 → 5), reducing its range.}}
*Loop hits:
**{{change|The loop hits now have extended hitboxes with altered sizes (4u (above)/5u (hand)/6u (body) → 5u (above/hand)/1.2u (above to the right)/4u (above right foot)).}}
***{{buff|This gives them more horizontal range.}}
***{{nerf|However, this also gives them less range below Peach, now creating a blind spot on most of Peach's body.}}
**{{buff|The loop hits now have consistent set knockback (90/100/130 → 90) and angles (80°/365°/90° → 366°), allowing them to connect more reliably.}}
**{{buff|The loop hits have a faster rehit rate (8 → 5), allowing them to connect more times (3 times → 4) and more consistently.}}
*Final hit:
**{{buff|The final hit has a longer duration (frames 31-32 → 31-33).}}
**{{buff|The final hit launches opponents at a higher angle (60° → 81°) and it has increased base knockback (60 → 90), making it less susceptible to DI and significantly improving its KO potential near the upper blastzone.}}
***{{nerf|However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.}}
**{{buff|The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.}}
**{{nerf|The final hit's arm hitbox is much smaller (6u → 3u) and it is now extended, with the hitbox now only covering Peach's arm and the space around it (rather than covering the entire area around her arm, head and hair).}}
**{{nerf|The final hit has a much higher hitlag multiplier (1x → 3x).}}
*Open Parasol:
**{{buff|The open hit now uses an extended hitbox, giving it more horizontal range.}}
**{{buff|The open hit now has a rehit rate of 30, allowing it to connect more than once without Peach having to close and open up her Parasol again.}}
**{{change|The open hit deals much more knockback (35 (base), 40 (scaling) → 90/100), improving its KO potential but removing its ability to chain into itself.}}
**{{nerf|The open hit has a smaller hitbox (3.3u 2.4u).}}
**{{nerf|Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.}}
**{{nerf|Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.}}
**{{nerf|Peach Parasol's last hit deals less knockback (60 (base), 120 (scaling) → 90/70). While this improves its KO potential near the upper blast zone, it significantly hinders its overall KO potential.}}
**{{change|Peach Parasol no longer has a [[slash]] effect, instead having a [[magic]] effect.}}
*[[Vegetable]]:
*[[Vegetable]]:
**{{buff|[[Vegetable]] has an increased chance of pulling out "Stitchface" turnips, [[Bob-omb]]s and [[Mr. Saturn]]s (although the chances are still very low).}}
**{{change|Vegetable makes a different sound effect when Peach is plucking them out of the ground. It now makes the same sound effect as in the international version of [[Super Mario Bros. 2]]. It still makes the normal sound effect of picking up items if she pulls up a [[Mr. Saturn]] or [[Bob-omb]].}}
**{{nerf|Vegetable has more ending lag (FAF 30 → 43) and can no longer spawn [[Beam Sword]]s. Additionally, Peach can no longer perform the "instant turnip pull" glitch to further reduce the startup lag. She also lost her [[Turnip Free Pull]] and bone-waling techniques hindering her mobility while plucking Vegetable. Lastly, the removal of [[glide toss]]ing significantly hinders Peach's approach potential with Vegetables or any other item.}}
**{{nerf|Vegetable has more ending lag (FAF 30 → 43).}}
**{{change|Vegetable makes a different sound effect when Peach is plucking them out of the ground. It now makes the same sound effect as in the international version of [[Super Mario Bros. 2]]. It still makes the normal sound effect of picking up items if she pulls out a Mr. Saturn or Bob-omb.}}
**{{nerf|Vegetable can no longer be edge cancelled in order to instantly pull turnips.}}
**{{nerf|Peach can no longer perform her [[Turnip Free Pull]] and bone-walking techniques, hindering her mobility while plucking turnips.}}
**{{nerf|The removal of [[glide toss]]ing significantly hinders Peach's approach potential with turnips or any other item.}}
**{{nerf|The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.}}
**{{nerf|Due to Peach's weaker item toss, the maximum damage increase turnips can have is lower (11.9% → 11.4%).}}
**{{nerf|Stitch face turnips deal much less damage (30% (base) → 23%), making them much weaker.}}
**{{nerf|Vegetable has an even lower chance to pull up an item (1.25% (any item)/0.625% (Mr. Saturn)/0.416667% (Bob-Omb)/0.208333% ([[Beam Sword]]) → 1%/0.6%/0.4%/0%).}}
***{{nerf|In addition to this, Peach can no longer pull up Beam Swords at all.}}
*[[Peach Blossom]]:
*[[Peach Blossom]]:
**{{buff|[[Peach Blossom]] is now capable of putting aerial opponents to sleep significantly improving its reliability.}}
**{{buff|[[Peach Blossom]] is now capable of putting aerial opponents to sleep (although the far hit and late mid hit still cannot do so), significantly improving its reliability.}}
**{{buff|Peach Blossom spawns three large peaches that each heal 20% damage, as opposed to thirteen normal-sized peaches that each heal 5%. While the total healing is slightly less (65% → 60%), the significantly reduced number of peaches makes it faster for Peach to pick them all up and reduces the chances of her opponents picking them up.}}
**{{buff|Peach Blossom spawns three large peaches that each heal 20% damage, as opposed to thirteen normal-sized peaches that each heal 5%. While the total healing is slightly less (65% → 60%), the significantly reduced number of peaches makes it faster for Peach to pick them all up and reduces the chances of her opponents picking them up.}}
**{{nerf|Peach Blossom deals less total damage (40% → 30%), has much less range and puts opponents to sleep for less time.}}
**{{buff|The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.}}
**{{nerf|Peach Blossom's near hit deals less damage (40% → 30%).}}
**{{nerf|Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.}}
**{{nerf|Peach Blossom's sleep hitboxes have decreased knockback scaling (180/130/90 → 120/90/60 (mid), 150/90 → 100/80 (late)), putting opponents to sleep for less time.}}


==Update history==
==Update history==
Line 188: Line 358:
However, [[1.1.5]] changed some of the type of her up aerial's hitboxes from hitting both grounded and aerial opponents to only hitting aerial ones, which has reduced significantly the amount of characters that got affected by her infinite combo, the "Umeki Rainbow". As a result, her matchups against certain characters that were vulnerable to the combo have been worsened.
However, [[1.1.5]] changed some of the type of her up aerial's hitboxes from hitting both grounded and aerial opponents to only hitting aerial ones, which has reduced significantly the amount of characters that got affected by her infinite combo, the "Umeki Rainbow". As a result, her matchups against certain characters that were vulnerable to the combo have been worsened.


In initial versions of the game, she was not able to pull out a turnip out of the ground in For Glory as that would lead into a ban for "cheating". This was remedied in patch [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]].
In initial versions of the game, she was not able to pull out a turnip out of the ground in For Glory as that would lead into a ban for "cheating". This was remedied in patch [[List_of_updates_(SSB4-3DS)#1.0.2|1.0.2]] and the bans caused by this were overturned.


'''{{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]]'''
Line 209: Line 379:


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Toad (64 → 62) and Sleepy/Grumpy Toad (66 → 61) have reduced ending lag and Toad has slightly decreased start-up (11 10). }}
*{{buff|Toad's counter has less startup lag with a longer duration (frames 11-31 → 10-34).}}
*{{buff|Toad (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have less ending lag.}}
*{{buff|Light Parasol can be opened for longer (98 frames 105).}}


'''{{GameIcon|ssb4}} [[1.1.5]]'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
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|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=&nbsp;
|neutralname=Royal Slap ({{ja|ロイヤルビンタ|Roiyaru Binta}}) / Royal Round-Trip Slap ({{ja|ロイヤル往復びんた|Roiyaru Ōfuku Binta}})
|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=&nbsp;
|ftiltname=Can-Can Kick ({{ja|カンカンキック|Kankan Kikku}})
|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=&nbsp;
|utiltname=Royal Heart ({{ja|ロイヤルハート|Roiyaru Hāto}})
|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=&nbsp;
|dtiltname=Elegant Underfoot Scoop ({{ja|エレガント足もとすくい|Ereganto Ashimoto Sukui}})
|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=&nbsp;
|dashname=Lady Push ({{ja|レディープッシュ|Redī Pusshu}})
|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=&nbsp;
|fsmashname=Peach Smash ({{ja|ピーチスマッシュ|Pīchi Sumasshu}})
|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=&nbsp;
|usmashname=Ribbon Dance ({{ja|リボンダンス|Ribon Dansu}})
|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=&nbsp;
|dsmashname=Dress Edge ({{ja|ドレスエッジ|Doresu Ejji}})
|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=&nbsp;
|nairname=Peach Spin ({{ja|ピーチスピン|Pīchi Supin}})
|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=&nbsp;
|fairname=Crown Knuckle ({{ja|クラウンナックル|Kuraun Nakkuru}})
|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=&nbsp;
|bairname=Sky Hip ({{ja|スカイヒップ|Sukai Hippu}})
|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=&nbsp;
|uairname=Rainbow Bridge ({{ja|レインボーブリッジ|Reinbō Burijji}})
|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=&nbsp;
|dairname=Super Piston Kick ({{ja|スーパーピストンキック|Sūpā Pisuton Kikku}})
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|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=&nbsp;
|pummelname=Heel Stamp ({{ja|ヒールスタンプ|Hīru Sutanpu}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Kicks the opponent's shin. A fairly fast pummel.
|pummeldesc=Steps on the opponent with her left foot. A fast pummel.  
|fthrowname=&nbsp;
|fthrowname=Royal Slap Launch ({{ja|ロイヤルびんた飛ばし|Roiyaru Binta Tobashi}})
|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=&nbsp;
|bthrowname=Iron Hip ({{ja|アイアンヒップ|Aian Hippu}})
|bthrowdmg=2% (hit 1), 9% (throw)
|bthrowdmg=2% (hit 1), 9% (throw)
|bthrowdesc=Places opponent behind her and bumps him/her away with her rear. It is her strongest throw, gaining KO potential starting at 130% on middleweights.
|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=&nbsp;
|uthrowname=Hand Toss ({{ja|ハンドトス|Hando Tosu}})
|uthrowdmg=2% (hit 1), 6% (throw)
|uthrowdmg=2% (hit 1), 6% (throw)
|uthrowdesc=Puts opponent above her, and strikes him/her upward. Can set up combos at low percentages and KO lightweight/floaty characters at high percentages.
|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=&nbsp;
|dthrowname=Peach Drop ({{ja|ピーチドロップ|Pīchi Doroppu}})
|dthrowdmg=1% (hit 1), 7% (throw)
|dthrowdmg=1% (hit 1), 7% (throw)
|dthrowdesc=Puts opponent lying face-down on the ground and sits on him/her, 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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 295: Line 467:
|nsc1name=Sleepy Toad
|nsc1name=Sleepy Toad
|nsc1dmg=3%
|nsc1dmg=3%
|nsc1desc=Toad is pulled out out 2 frames later, and releases bubbles to inflict the [[Asleep|sleep]] status ailment for a brief amount of time to grounded opponents. Airborne opponents will be pushed back. Sleep duration lasts longer at high percentages. It has slightly lower ending lag.
|nsc1desc=Toad is pulled out 2 frames later, and releases bubbles to inflict the [[Asleep|sleep]] status ailment for a brief amount of time to grounded opponents. Airborne opponents will be pushed back. Sleep duration lasts longer at high percentages. It has slightly lower ending lag.
|nsc2name=Grumpy Toad
|nsc2name=Grumpy Toad
|nsc2dmg=2.5% (per-hit near), 1.2% (per-hit clean far), 1.0% (per-hit late far) (4 total hits)
|nsc2dmg=2.5% (per-hit near), 1.2% (per-hit clean far), 1.0% (per-hit late far) (4 total hits)
Line 313: Line 485:
|usc1name=Parasol High Jump
|usc1name=Parasol High Jump
|usc1dmg=0%
|usc1dmg=0%
|usc1desc=As the name implies, Peach jumps much higher than usual. However, it deals no damage and she never opens her parasol, leaving herself [[helpless]] afterwards.  
|usc1desc=As the name implies, Peach jumps much higher than usual. However, it deals no damage and she never opens her parasol, leaving herself [[helpless]] afterwards.
|usc2name=Light Parasol
|usc2name=Light Parasol
|usc2dmg=3%
|usc2dmg=3%
|usc2desc=At the cost of decreasing her initial jump, Peach gains additional vertical recovery every time she opens up her parasol. The move lasts roughly 2.5 seconds, with each parasol open adding a little time, just long enough to open it up to seven times while airborne. After that duration, Peach will become helpless. <ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref>
|usc2desc=At the cost of decreasing her initial jump, Peach gains additional vertical recovery every time she opens up her parasol. The move lasts roughly 2.5 seconds, with each parasol open adding a little time, just long enough to open it up to seven times while airborne. After that duration, Peach will become helpless.<ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref>
|dsdefname=Vegetable
|dsdefname=Vegetable
|dsdefdmg=Varies (see table below)
|dsdefdmg=Varies (see table below)
Line 322: Line 494:
|dsc1name=Light Veggie
|dsc1name=Light Veggie
|dsc1dmg=Varies (see table below)
|dsc1dmg=Varies (see table below)
|dsc1desc=The turnips are plucked much faster (in a similar way to ''Brawl'''s Vegetable) while dealing less damage. It travels the air more slowly and farther ahead. It will also fly back toward Peach if it hits an opponent, allowing her to throw another one while the last turnip is floating back towards her. The move will fail if there's already three Light Veggies out.
|dsc1desc=The turnips are plucked much faster (in a similar way to ''Brawl''{{'}}s Vegetable) while dealing less damage. It travels the air more slowly and farther ahead. It will also fly back toward Peach if it hits an opponent, allowing her to throw another one while the last turnip is floating back towards her. The move will fail if there's already three Light Veggies out.
|dsc2name=Heavy Veggie
|dsc2name=Heavy Veggie
|dsc2dmg=Varies (see table below)
|dsc2dmg=Varies (see table below)
Line 328: Line 500:
|fsname=Peach Blossom
|fsname=Peach Blossom
|fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3)
|fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3)
|fsdesc=Peach performs a mystic dance, causing all of her enemies to fall [[Asleep|asleep]]. The closer they are to her when she activates it, more damage will be dealt and they'll slumber for a longer time. Sleep duration is notably shorter than in ''Brawl''. Additionally, instead of thirteen small peaches healing 5%, three giant peaches appear, each healing 20%.
|fsdesc=Peach performs a mystic dance, causing all of her enemies to fall [[asleep]]. The closer they are to her when she activates it, more damage will be dealt and they'll slumber for a longer time. Sleep duration is notably shorter than in ''Brawl''. Additionally, instead of thirteen small peaches healing 5%, three giant peaches appear, each healing 20%.
}}
}}


{|class=wikitable
{|class=wikitable
|+Vegetable Damage Data
|+Vegetable damage data
! Face
! Face
! Vegetable
! Vegetable
Line 338: Line 510:
! Heavy Veggie
! Heavy Veggie
|-
|-
| Grin || 2~13.4% || 7.5% || 15%
| Smiley || 2~13.4% || 7.5% || 15%
|-
|-
| Stare || 2~13.4% || 7.5% || 15%
| Bored || 2~13.4% || 7.5% || 15%
|-
|-
| Closed Eyes || 2~13.4% || 7.5% || 15%
| Sleepy || 2~13.4% || 7.5% || 15%
|-
|-
| Surprised || 2~13.4% || 7.5% || 15%
| Shocked || 2~13.4% || 7.5% || 15%
|-
|-
| Happy || 2~13.4% || 7.5% || 15%
| Laughing || 2~13.4% || 7.5% || 15%
|-
|-
| Wink || 6~17.4% || 10.5% || 18%
| Wink || 6~17.4% || 10.5% || 18%
Line 358: Line 530:
| [[Bob-omb]] || — || — || —
| [[Bob-omb]] || — || — || —
|}
|}
===Stats===
{{Attributes
|cast = 58
|weight = 89
|rweight = 43
|dash = 1.5
|rdash = 25-41
|run = 1.4175
|rrun = 49
|walk = 0.86
|rwalk = 52
|trac = 0.068
|rtrac = 6-9
|airfric = 0.01
|rairfric = 24-32
|air = 0.95
|rair = 42
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.1
|raddaccel = 1-4
|gravity = 0.068
|rgravity = 54-55
|fall = 1.15
|rfall = 57
|ff = 1.84
|rff = 57
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 30.025824
|rjumpheight = 47
|shorthop = 14.501237
|rshorthop = 47
|djump = 30.025824
|rdjump = 43
|ellag = 4
|rellag = 1-46
}}
===[[Announcer]] call===
<gallery>
Peach English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Peach French Announcer SSBU.wav|French
Peach French EU Announcer SSBU.wav|French (PAL)
Peach German Announcer SSBU.wav|German
Peach Italian Announcer SSBU.wav|Italian
Peach Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 384: Line 605:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Peach
|-
|game=SSB4
!{{{name|}}}
|desc-us=Prin-cess Peach!
!Cheer (English)
|desc-jp=Pea-chy!
!Cheer (Japanese)
|pitch-us=Group chant
!Cheer (Spanish)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:Peach Cheer English SSB4 SSBU.ogg|center]]||[[File:Peach Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Peach Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Peach Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Prin - cess - Peach! || Pea - ch! || Peeeeach!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Peach Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Peach Cheer French PAL SSB4.ogg|center]]||[[File:Peach Cheer German SSB4.ogg|center]]||[[File:Peach Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Peach ! || Peach! || Gooooooo - Peach!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 401: Line 639:
|char=Peach}}
|char=Peach}}


==In competitive play==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 417: Line 655:
}}
}}


===Notable players===
===Most historically significant players===
====Active====
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|CaptainZack|USA}} - Co-main Peach with {{SSB4|Bayonetta}} and is considered one of the best Peach players in the world. Has wins over {{Sm|ANTi}}, {{Sm|ESAM}}, and {{Sm|Chag}}.
 
*{{Sm|Kie|Japan}} - One of the best Peach mains in Japan, ranked  56th on the [[JAPAN Power Rankings]]. Consistently ranks high in [[Sumabato]] and [[Umebura]] tournaments, and placed 17th at [[The Big House 6]], where he infamously 3-stocked {{Sm|Rayquaza07}} in a regional crew battle, giving Japan the victory. He has wins over players such as {{Sm|NAKAT}}, {{Sm|Rich Brown}}, and {{Sm|MJG}}.
''See also: [[:Category:Peach players (SSB4)]]''
*{{Sm|Ling Ling|USA}} - Considered one of the best Peach mains in the US. Placed 13th at [[Shine 2016]], 25th at [[EVO 2017]], and 33rd at [[Shine 2017]]. He has taken sets off of players such as {{Sm|ANTi}}, {{Sm|Light|p=Connecticut}}, {{Sm|Mr E}}, {{Sm|Tyroy}}, {{Sm|AC}}, and {{Sm|Xzax}}. Formerly ranked 6th on the [[New England Power Rankings]].
*{{Sm|lloD|USA}} - Placed 17th at [[Super Smash Con 2015]] and [[Glitch]].
*{{Sm|Meru|Netherlands}} - The best Peach in Europe. Placed 9th at [[B.E.A.S.T 7]], [[PPT Berlin]], and [[Albion 3]]. He has taken sets off of players such as {{Sm|cyve}} and {{Sm|Nicko}}.
*{{Sm|MuteAce|USA}} - Placed 33rd at [[CEO 2017]]. He has taken a set off of {{Sm|MkLeo}} at [[EVO 2017]].
*{{Sm|NotLast|USA}} - Took a set from {{Sm|MVD}} at [[EVO 2016]]. Formerly ranked 18th on the [[NorCal Power Rankings]].
*{{Sm|Razo|USA}} - SoCal Peach player. Has set wins over  {{Sm|Larry Lurr}}, {{Sm|komorikiri}}, and {{Sm|Elegant}}. 33rd at [[2GGC: MkLeo Saga]]. Ranked 15th on the [[SoCal Power Rankings|SoCal Smash 4 Power Rankings]].
*{{Sm|Saj|USA}} - Co-main Bayonetta with Peach. With Peach, he has placed 33rd at [[Too Hot to Handle]]. Formerly ranked 40th on the [[Panda Global Rankings|Panda Global Rankings v2]].
*{{Sm|Samsora|USA}} (#22) - The best Peach player in the world. 13th at [[MLG World Finals 2015]], 5th at [[KTAR XIX]], 9th at [[2GGC: Nairo Saga]], 7th at [[GameTyrant Expo 2017]], and 2nd at [[Super Smash Con 2018]]. Ranked 22nd on the [[Panda Global Rankings]]. He has wins over {{Sm|Ally}}, {{Sm|Abadango}}, {{Sm|CaptainZack}}, {{Sm|Dabuz}}, {{Sm|Nairo}}, {{Sm|Tweek}}, {{Sm|VoiD}}, and {{Sm|ZeRo}}.
*{{Sm|tamim|Canada}} - The best Peach player in Canada. The first player to double two stock Samsora with Peach. Also has a win over {{Sm|Lima}}.
*{{Sm|Twi|USA}} - A "Wi-Fi Warrior" who has placed 25th at [[2GGC: Nairo Saga]]. He has a win over {{Sm|CaptainZack}}. Formerly ranked 2nd on the [[Texas Power Rankings]].
*{{Sm|Umeki|Japan}} (#94) - The best Peach player in Japan, 4th at [[Umebura 18]],  2nd at [http://challonge.com/DNGKantoInvT/ DNG Kanto Round Robin], 4th at [[Battle Arena Melbourne 8]], 33rd at [[CEO 2016]]. Ranked 24th on the [[JAPAN Power Rankings]]. The "Umeki Rainbow" is an infinite combo from Peach that was named after him.


====Inactive====
*{{Sm|Kie|Japan}} - One of the best Peach players in Japan. Placed 5th at {{Trn|Umebura 23}}, 7th at {{Trn|Sumabato 22}}, 13th at both {{Trn|Sumabato 17}} and {{Trn|Sumabato 23}}, and 17th at {{Trn|The Big House 7}} with wins over players such as {{Sm|NAKAT}}, {{Sm|Rich Brown}}, and {{Sm|ikep}}. Ranked 56th on the [[JAPAN Power Rankings]].
*{{Sm|EOE|Ireland}} - Considered the best Peach player in Ireland before his inactivity. Placed 9th at {{Trn|Schism 2}}.
*{{Sm|LingLing|USA}} - One of the best Peach players in the United States. Placed 5th at {{Trn|The Legend of Glentendo}}, 13th at both {{Trn|Shine 2016}} and {{Trn|Collision XIV}}, 17th at {{Trn|Shots Fired 2}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|ANTi}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Mr. E}}. Ranked 8th on the last [[New England Power Rankings]].
*{{Sm|SlayerZ|USA}} - 7th at [[Tournament:Final Battle|Final Battle]], 7th at [[Paragon Los Angeles 2015]], 17th at [[GENESIS 3]], 2nd in doubles with {{Sm|Samsora}} at [[2GGT: Abadango Saga]]. Formerly ranked 29th on the [[Panda Global Rankings]]
*{{Sm|Meru|Netherlands}} - The best Peach player in Europe. Placed 5th at {{Trn|Tech Republic III}}, 7th at {{Trn|NHSmash 3}}, and 9th at {{Trn|B.E.A.S.T 7}}, {{Trn|PPT Berlin}}, and {{Trn|Albion 3}} with wins over players such as {{Sm|cyve}}, {{Sm|Nicko}}, and {{Sm|J.Miller}}.
*{{Sm|MuteAce|USA}} - One of the best Peach players in North America, best known for defeating {{Sm|MkLeo}} at {{Trn|EVO 2017}}. He later found more success playing Peach alongside {{SSB4|Bayonetta}}, including placing 17th at {{Trn|MomoCon 2018}} with primarily Peach and defeating {{Sm|Larry Lurr}} with both characters to place 17th at {{Trn|Super Smash Con 2018}}
*{{Sm|Samsora|USA}} - The best Peach player of all-time and Peach's primary representative for most of competitive ''Smash 4'', ultimately ranking 22nd on the [[PGR 100]]. His best results took place in 2018, which saw him place 2nd at {{Trn|Super Smash Con 2018}}, the closest a Peach player came to winning a major, and top 8 several other majors including 5th at {{Trn|DreamHack Atlanta 2018}} and 7th at {{Trn|MomoCon 2018}}.
*{{Sm|Umeki|Japan}} - The best Peach player in Japan, ranking 94th on the [[PGR 100]], and is known for his usage of Peach's up air infinite, since dubbed the "Umeki Rainbow". In tournaments, his best results were placing 2nd at {{Trn|Umeki Project}} defeating {{Sm|Kirihara}}, {{Sm|Tsu}}, and {{Sm|Eim}} and 5th at {{Trn|SGC 2017}} defeating Kirihara, {{Sm|Earth}}, and {{Sm|T}}; he had also placed highly at several {{Trn|Umebura|series}} events, including 5th at both {{Trn|Umebura 24}} and {{Trn|Umebura 25}} and 7th at {{Trn|Umebura T.A.T.}}
*{{Sm|SlayerZ|USA}} - One of the earliest-known Peach players, as well as the best Peach player from 2015 to mid-2016, ranking 29th on the [[PGR v1]]. He is best known for placing 7th at {{Trn|Paragon Los Angeles 2015}} defeating {{Sm|VoiD}} and {{Sm|ESAM}}, as well as 5th at {{Trn|2GGT: Fresh Saga}} defeating {{Sm|Elegant}} and {{Sm|Rich Brown}}. He stopped competing in 2017.


===Tier placement and history===
===Tier placement and history===
Since the game's release, expectations of Peach have been those of a mid-tier, and often a high-tiered character. Players noted her steep learning curve made her a situational choice for competitive play, though others also cited her improvements since ''Brawl'' and how her playstyle was very rewarding once she was mastered to her fullest. The changes to shield mechanics were also beneficial to her as they significantly improved her pressure game. As a result, and due to hardly any nerf she got in game updates, she has always been seen as a viable, if hard to master, choice for competitive play. Despite her learning curve giving her a noticeably below average playerbase, smashers like {{Sm|Kie}}, {{Sm|SlayerZ}}, {{Sm|Samsora}} and {{Sm|Umeki}} have been able to demonstrate her capabilities in tournaments at a major degree. This led to Peach being placed at 19th in the first ''4BR'' [[tier list]].
Since the game's release, expectations of Peach have been those of a mid-tier, and often a high-tiered character. Players noted her steep learning curve made her a situational choice for competitive play, though others also cited her improvements since ''Brawl'' and how her playstyle was very rewarding once she was mastered to her fullest. The changes to shield mechanics were also beneficial to her as they significantly improved her pressure game. As a result, and due to hardly any nerfs she got in game updates, she has always been seen as a viable, if hard to master, choice for competitive play. Despite her learning curve giving her a noticeably below average playerbase, smashers like {{Sm|Kie}}, {{Sm|SlayerZ}}, {{Sm|Samsora}} and {{Sm|Umeki}} have been able to demonstrate her capabilities in tournaments at a major degree. This led to Peach being placed at 19th in the first ''4BR'' [[tier list]].


Peach's results, however, while consistent, have never been as bountiful as other characters ranked above her, and eventually, other characters ranked below her, causing expectations of her to slowly drop. This was further compounded by the worsening of her infinite combo (the "Umeki Rainbow"). Because of this, she dropped on the second tier list at 26th. She then saw a moderate rise to 21st on the third tier list, and finally to 20th on the fourth and current tier list. Regardless, while her mixed perception within the community has improved for the better, and she continues to gain rather strong results, it is unknown how her tier placement will fare in the long run due to the scarcity of these results.
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==
==In Solo Modes==
:'''Peach'''
===[[All-Star Mode]]===
::{{flag|North America}} ''Princess of the Mushroom Kingdom, Peach continues to prove that "powerful" and "cute" are not mutually exclusive. In Smash Bros., Peach uses her dress to float above the fray, suddenly descending and attacking with numerous weapons. A frying pan? Umbrella? TOAD?! Where does she keep it all?''
In All-Star Mode, Peach is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside {{SSB4|Link}}, {{SSB4|Samus}}, {{SSB4|Bowser}}, {{SSB4|Zelda}}, {{SSB4|R.O.B.}}, and {{SSB4|Duck Hunt}}.
::{{flag|Europe}} ''The Mushroom Kingdom's princess isn't just a pretty face - she's also strong and crafty. She can dodge attacks by gliding through the air, and she's hiding all sorts of stuff under that dress: a frying pan, a tennis racket, a golf club...even a Toad! If you're planning to take on Peach, just know that she's more than ready for you!''


{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}}
==={{GameIcon|SSB4-U}}[[Event Match]]es===
 
====Solo Events====
:'''Peach (Alt.)'''
*'''[[All-Star Battle: Melee]]''': Peach is one of the opponents fought in this event. All opponents debut in ''Melee'', and reappear in ''Smash 4''.
::{{flag|North America}} ''Peach may be a princess, but that doesn't mean she shies away from an honest day's work. Her down special Vegetable is basically farm labor, and the fruits...er, vegetables of her work can be thrown. An angry-looking vegetable will do extra damage, too! She can also pull up Bob-ombs, or even a Mr. Saturn!''
*'''[[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.
::{{flag|Europe}} ''Peach normally sticks to tasks befitting a royal, but her Vegetable special is pretty much farm labour! You can tell how much damage the veggies will do by looking a them. Happy/indifferent ones just do a bit, while the ones that just look sick of life do a lot. And the ones that look like Bob-ombs or Mr. Saturn aren't veggies at all!''
*'''[[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====
{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}}
*'''[[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.
:'''Peach Blossom'''
*'''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and Peach in her white [[alternate costume]] must defeat 4 {{SSB4|Kirby}}s in purple costumes.
::''Peach's Final Smash is quite a spectacle to behold. Giant illustrations of Peach herself frame the screen, giant peaches rain down, and all the other fighters fall asleep. The closer they are to Peach, the longer they'll stay snoozing, giving Peach plenty of time to send foes flying or to recover her health with the peaches.''


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
PeachTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations Classic Peach.png|Classic Mode
PeachAltTrophy3DS.png|Alt. (3DS)
SSB4-3DS Congratulations All-Star Peach.png|All-Star Mode
PeachTrophyWiiU.png|Classic (Wii U)
</gallery>
PeachAltTrophyWiiU.png|Alt. (Wii U)
====Wii U====
PeachBlossomTrophyWiiU.png|[[Peach Blossom]]
<gallery>
SSB4-Wii U Congratulations Classic Peach.png|Classic Mode
SSB4-Wii U Congratulations All-Star Peach.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
Peach's default trophy is obtained by clearing Classic Mode as Peach. Her alternate trophy is obtained by clearing All-Star Mode as Peach in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Peach). The Peach Blossom trophy is obtained only in the Wii U version by clearing All-Star Mode as Peach.
*'''[[All-Star Battle: Melee]]''': Peach is one of the opponents fought in this event. All opponents debut in ''Melee'', and reappear in ''Smash 4''.
{{Trophy/Fighter
*'''[[Enough with the Kidnapping]]''': The player controls Peach and must defeat {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}}
|name=Peach
*'''[[Princess Punch-Up!]]''': Peach and {{SSB4|Mario}} are opponents that {{SSB4|Zelda}} and {{SSB4|Link}} must defeat.
|image-3ds=PeachTrophy3DS.png
*'''[[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.
|image-wiiu=PeachTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Princess of the Mushroom Kingdom, Peach continues to prove that "powerful" and "cute" are not mutually exclusive. In Smash Bros., Peach uses her dress to float above the fray, suddenly descending and attacking with numerous weapons. A frying pan? Umbrella? TOAD?! Where does she keep it all?
|desc-wiiu-ntsc=Princess of the Mushroom Kingdom, Peach continues to prove that "powerful" and "cute" are not mutually exclusive. In Smash Bros., Peach uses her dress to float above the fray, suddenly descending and attacking with numerous weapons. A frying pan? An umbrella? TOAD?! Where does she keep it all?
|desc-pal=The Mushroom Kingdom's princess isn't just a pretty face – she's also strong and crafty. She can dodge attacks by gliding through the air, and she's hiding all sorts of stuff under that dress: a frying pan, a tennis racket, a golf club...even a Toad! If you're planning to take on Peach, just know that she's more than ready for you!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=DS|game2={{iw|mariowiki|Super Princess Peach}}|release2=02/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=DS|game2=Super Princess Peach|release2=05/2006}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Peach (Alt.)
|image-3ds=PeachAltTrophy3DS.png
|image-wiiu=PeachAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Peach may be a princess, but that doesn't mean she shies away from an honest day's work. Her down special Vegetable is basically farm labor, and the fruits...er, vegetables of her work can be thrown. An angry-looking vegetable will do extra damage, too! She can also pull up Bob-ombs, or even a Mr. Saturn!
|desc-wiiu-ntsc=Peach may be a princess, but that doesn't mean she shies away from an honest day's work. Her down special Vegetable is basically farm labor, and the fruits...er, vegetables of said labor can be thrown. An angry-looking vegetable will do extra damage too! She can also pull up Bob-ombs or even a Mr. Saturn!
|desc-pal=Peach normally sticks to tasks befitting a royal, but her Vegetable special is pretty much farm labour! You can tell how much damage the veggies will do by looking at them. Happy/indifferent ones just do a bit, while the ones that just look sick of life do a lot. And the ones that look like Bob-ombs or Mr. Saturn aren't veggies at all!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=DS|game2=Super Princess Peach|release2=02/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=DS|game2=Super Princess Peach|release2=05/2006}}
}}
{{clrl}}


===Co-op Events===
{{Trophy/Fighter
*'''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat all opponents except for Peach. KOing Peach results in failure.
|name=Peach Blossom
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|image=PeachBlossomTrophyWiiU.png
*'''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and Peach in her white [[alternate costume]] must defeat 4 {{SSB4|Kirby}}s in purple costumes.
|desc-ntsc=Peach's Final Smash is quite a spectacle to behold. Giant illustrations of Peach herself frame the screen, giant peaches rain down, and all the other fighters fall asleep. The closer they are to Peach, the longer they'll stay snoozing, giving Peach plenty of time to send foes flying or to recover her health with the peaches.
|desc-pal=Peach's Final Smash is quite a spectacle to behold. Giant illustrations of Peach herself frame the screen, giant peaches rain down, and all the other fighters fall asleep. The closer they were to Peach, the longer they'll stay snoozing, giving Peach plenty of time to send foes flying or to recover her health with the peaches.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Peach|Alternate costumes]]==
==[[Alternate costume (SSB4)#Peach|Alternate costumes]]==
Line 533: Line 791:
*In the Nintendo 3DS version of the game, a bug existed wherein using Peach's [[Vegetable]] move in [[For Glory]] mode would rarely trigger an automatic ban for "dishonest play".<ref>http://www.ign.com/boards/threads/super-smash-bros-3ds-players-smacked-with-1-day-ban-online-for-playing-as-peach.454226953/</ref> It is unclear what the cause of the glitch was, but the main theories involve the player being flagged as having an illegitimate item. Nintendo acknowledged the glitch and released [[List of updates (SSB4-3DS)#1.0.2|an update]] that fixed this issue.<ref>http://www.nintendo.co.jp/support/information/2014/0915.html</ref>
*In the Nintendo 3DS version of the game, a bug existed wherein using Peach's [[Vegetable]] move in [[For Glory]] mode would rarely trigger an automatic ban for "dishonest play".<ref>http://www.ign.com/boards/threads/super-smash-bros-3ds-players-smacked-with-1-day-ban-online-for-playing-as-peach.454226953/</ref> It is unclear what the cause of the glitch was, but the main theories involve the player being flagged as having an illegitimate item. Nintendo acknowledged the glitch and released [[List of updates (SSB4-3DS)#1.0.2|an update]] that fixed this issue.<ref>http://www.nintendo.co.jp/support/information/2014/0915.html</ref>
*Peach is the only character in ''SSB4'' to be unable to use her [[Down special move|down special]] in midair at all. [[Palutena's Guidance]] even warns about this. ("I don't know about that. It seems like tossing vegetables is more her idea of fun. She'll pelt you with them the entire match if you don't watch it. But she can't reload when she's jumping, so keep your eye on what she's up to.")
*Peach is the only character in ''SSB4'' to be unable to use her [[Down special move|down special]] in midair at all. [[Palutena's Guidance]] even warns about this. ("I don't know about that. It seems like tossing vegetables is more her idea of fun. She'll pelt you with them the entire match if you don't watch it. But she can't reload when she's jumping, so keep your eye on what she's up to.")
*Peach's alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped.
*Peach's Alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped.
**Also the alt trophy in ''Super Smash Bros. for Nintendo 3DS'' is very similar to her All-Star Mode trophy in ''Melee'', but on the ground.
*The portrait and in-game model of her Daisy-themed costume feature the blue and red jewels on her crown in swapped positions, to match Princess Daisy's appearance. However, her Alt. trophy in the ''Nintendo 3DS'' version does not include this change.
*Peach's dress has multiple animation bugs during her landing lag animations.
*This marks the final appearance of Peach as a starter character, as she becomes unlockable in ''[[Super Smash Bros. Ultimate]]''.
*Due to [[Princess Daisy]] becoming [[Daisy (SSBU)|playable]] in [[Super Smash Bros. Ultimate|the following game]], this is the last ''Super Smash Bros.'' game where Peach wears a costume themed after her to date.
* This is the first game where Peach's edge attack no longer has her attack with her rear. Instead, she attacks with her hand.


==References==
==References==
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