Template:SSB4 to SSBU changelist/Peach: Difference between revisions

 
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*{{change|Peach has a new [[Alternate costume (SSBU)#Peach|alternate costume]]—a golden dress. It replaces her [[Princess Daisy]]-inspired costume, most likely due to {{SSBU|Daisy}} being a separate character as Peach's [[Echo Fighter]].}}
*{{change|Peach has a new [[Alternate costume (SSBU)#Peach|alternate costume]]—a golden dress. It replaces her [[Princess Daisy]]-inspired costume, most likely due to {{SSBU|Daisy}} being a separate character as Peach's [[Echo Fighter]].}}
*{{change|Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.}}
*{{change|Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.}}
*{{change|Peach idle stance has been altered. She now periodically raises her hands near her hips before lowering them.  Almost all of her animations were altered to better transition into this new idle stance.}}
*{{change|Peach's heart effects have been made brighter and more opaque.}}
*{{change|Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.}}
*{{change|Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.}}
*{{change|[[Double jump]] and [[air dodge]] animation has changed slightly. Additionally, Peach's stun animation is sped up.}}
*{{change|[[Double jump]] and [[air dodge]] animation has changed slightly. Additionally, Peach's stun animation is sped up.}}
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*{{change|As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:}}
*{{change|As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:}}
**{{change|Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.}}
**{{change|Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.}}
**{{change|Down [[taunt]] has a heart pop up next to her head. She also no longer spins, and winks immediately.}}
**{{change|Down [[taunt]] has a heart pop up next to her head. She also no longer spins and winks immediately.}}
*{{change|Peach's victory poses have been changed:}}
*{{change|Peach's victory poses have been changed:}}
**{{change|Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her right-inputted victory pose from ''[[Melee]]'' to ''SSB4'' where she swings her arm out and puts it behind her.}}
**{{change|Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it while saying "Aw, did I win?". This replaces her right-inputted victory pose from ''[[Melee]]'' to ''SSB4'' where she swings her arm out and puts it behind her.}}
**{{change|Her left-inputted victory pose from previous games has been moved to the right button, and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her right-inputted pose from ''Brawl'' and ''SSB4''.}}
**{{change|Her left-inputted victory pose from previous games has been moved to the right button and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blowing a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her right-inputted pose from ''Brawl'' and ''SSB4''.}}
**{{change|Her up-inputted victory pose has her perform a more elegant twirl before striking the pose.}}
**{{change|Her up-inputted victory pose has her perform a more elegant twirl before striking the pose.}}


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**{{buff|The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.}}
**{{buff|The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|The first hit has a shorter hitbox duration (frames 2-3 → 2).}}
**{{nerf|The first hit has a shorter hitbox duration (frames 2-3 → 2) and smaller hitboxes (2.4u/2.4u/3.0u → 2.0u/2.0u/2.4u).}}
**{{nerf|The second hit's inner hitbox is smaller (4u → 3u).}}
**{{nerf|The second hit's inner hitbox is smaller (4u → 3u).}}
**{{nerf|The first hit no longer uses [[set knockback]] (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it [[jab cancel]] setups.}}
**{{nerf|The first hit no longer uses [[set knockback]] (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it [[jab cancel]] setups.}}
**{{change|All hitboxes are now static instead of being attached to Peach's arm.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|The stronger and weaker hits have been reversed: the hitbox on the heart is stronger than the hitbox on her shoulders, much like in ''Brawl''.}}
**{{change|The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in ''Brawl''), but no longer has higher priority.}}
***{{change|However, the base knockback values remain unchanged (65/40 (shoulders/heart) and do not follow the damage swaps. This unusually makes the lower damage hitbox deal slightly more knockback than the heart hitbox until very high percents.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}}
**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}}
**{{buff|It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded [[meteor smash]]es no longer being [[tech]]able, this allows it to start combos much more effectively.}}
**{{change|It has noticeably less startup (frame 13 → 8), but its total duration was not fully compensated (FAF 28 → 24), giving it marginally more ending lag.}}
**{{buff|The hitbox for aerial opponents matches the one for grounded opponents, no longer being shorter and attached to Peach.}}
**{{buff|Because [[meteor smash]]es are no longer [[tech]]able, down tilt can start combos much more effectively.}}
**{{nerf|The hitbox for grounded opponents does not stretch as far (Y2/Z2 2.0/15.0 → 2.8/10.2).}}
**{{buff|The hitbox for aerial opponents has a smaller radius (4.5u → 3.8u), but now matches the one for grounded opponents, no longer being shorter and attached to Peach. Overall it has slightly more range.}}
**{{nerf|It no longer grants intangibility.}}
**{{nerf|It no longer grants intangibility.}}
**{{bugfix|The [[zero gravity glitch]] can no longer be performed.}}
**{{bugfix|The [[zero gravity glitch]] can no longer be performed.}}
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**{{buff|Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use [[weight-independent]] knockback. This allows it to connect better into the second hit.}}
**{{buff|Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use [[weight-independent]] knockback. This allows it to connect better into the second hit.}}
**{{buff|The first hit has gained a [[shieldstun]] multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.}}
**{{buff|The first hit has gained a [[shieldstun]] multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.}}
**{{buff|The second hit's outermost hitbox is slightly larger (4u → 4.5u).}}
**{{nerf|The first hit is positioned lower (Y offset 8 → 7) and is less disjointed (Z offset 6.5/11 → 5.5/10.5).}}
**{{buff|The second hit's innermost hitbox is slightly larger (4u → 4.5u), and the outermost hitbox is marginally more disjointed (Z2: 11 → 11.2).}}
**{{nerf|The second hit has lower knockback scaling (140 → 130), hindering its KO potential.}}
**{{nerf|The second hit has lower knockback scaling (140 → 130), hindering its KO potential.}}
**{{change|Hearts appear at the end of the move.}}
**{{change|Hearts appear at the end of the move.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into. This greatly improves its reliability, letting Peach freely choose what weapon to use without having to telegraph it. This also allows her to change weapon while charging the move.}}
**{{buff|Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. This greatly improves its reliability, letting Peach freely choose which weapon to use without having to execute the move repeatedly. This also allows Peach to change weapon while charging the move, overall making the move significantly harder to DI.}}
**{{buff|The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).}}
**{{buff|The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).}}
***{{nerf|However, all the hitboxes launch at a higher angle (361° → 45°), hindering the move's KO potential, especially for the sourspots.}}
**{{buff|The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.}}
**{{buff|The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.}}
**{{nerf|The golf club launches at a higher angle (361° → 45°), hindering the sourspots' KO potential.}}
**{{nerf|However, it deals less knockback (80/86 (base)/56/60 (scaling) → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).}}
**{{nerf|The tennis racket deals less knockback (80/86 base/56/60 scaling → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).}}
**{{nerf|The frying pan has less base knockback (70 → 68).}}
**{{nerf|The frying pan has less base knockback (70 → 68).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).}}
**{{buff|Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).}}
***{{buff|This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31).}}
***{{buff|This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31). Its interruptibility is changed, effectively giving it less ending lag.}}
**{{buff|The looping hits keep opponents on the ground (15°/170° → 0°/180°), have different set knockback values (30/20 → 20/25), and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.}}
**{{buff|The looping hits keep opponents on the ground (15°/170° → 0°/180°), and have different set knockback values (30/20 → 20/25) and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.}}
**{{change|The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.}}
**{{change|The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.}}
**{{change|Its animation has been reversed, with Peach spinning towards the screen rather than away from it.}}
**{{change|Its animation has been reversed, with Peach spinning towards the screen rather than away from it.}}
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*{{buff|The introduction of the 0.85× damage multiplier for [[short hop]]ped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.}}
*{{buff|The introduction of the 0.85× damage multiplier for [[short hop]]ped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.}}
**{{nerf|Forward aerial's arm hitbox is smaller (3.8u → 3.4u). It is now a sourspot, dealing less damage (15% → 14%) and taking priority over the sweetspot.}}
**{{nerf|All hits deal less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering the move's KO potential.}}
**{{change|It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.}}
**{{change|It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.}}
**{{change|It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.}}
**{{change|It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.}}
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**{{change|Back aerial has hearts emerging from near Peach's rear.}}
**{{change|Back aerial has hearts emerging from near Peach's rear.}}
**{{buff|The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.}}
**{{buff|The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.}}
*[[Up aerial]]:
**{{buff|The second hit has lower SDI multipliers (1× → 0.5×).}}


===Throws and other attacks===
===Throws and other attacks===
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*{{b|Toad|move}}:
*{{b|Toad|move}}:
**{{buff|Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).}}
**{{buff|Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).}}
**{{buff|It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback compensated on the last hit (15 base/300 scaling → 40/210).}}
**{{buff|It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback adjusted on the last hit (15 base/300 scaling → 40/210), dealing more knockback overall.}}
**{{nerf|It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.}}
**{{nerf|It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.}}
**{{nerf|Its intangibility has a shorter duration (frames 11-14 → 8-10).}}
**{{nerf|Its intangibility has a shorter duration (frames 11-14 → 8-10).}}
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***{{nerf|However, this greatly decreases its shieldstun.}}
***{{nerf|However, this greatly decreases its shieldstun.}}
**{{change|Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.}}
**{{change|Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.}}
***{{change|Along with the new animation, the sound effect on the startup has been removed.}}
*[[Peach Bomber]]:
*[[Peach Bomber]]:
**{{buff|Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).}}
**{{buff|Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).}}
**{{buff|It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.}}
**{{buff|It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.}}
**{{buff|Peach can control her drift much earlier after a missed aerial Peach Bomber.}}
**{{buff|Peach can control her drift much earlier after a missed aerial Peach Bomber.}}
**{{change|Peach has less recoil when landing the move (initial speed: -1.2 → -0.95).}}
**{{nerf|It has more ending lag if it connects (FAF 21 → 25).}}
**{{nerf|It has more ending lag if it connects (FAF 21 → 25).}}
*[[Peach Parasol]]:
*[[Peach Parasol]]:
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**{{buff|Peach's item throw has less ending lag on the ground in all directions (FAF 27 (forward)/back)/26 (up)/22 (down) → 25/24/20), now matching their aerial counterparts.}}
**{{buff|Peach's item throw has less ending lag on the ground in all directions (FAF 27 (forward)/back)/26 (up)/22 (down) → 25/24/20), now matching their aerial counterparts.}}
**{{buff|All turnips have increased base damage values (2% (normal/carrot/line/dot/happy)/6% (wink)/12% (dot)/23% (stitch-face) → 5%/10%/16%/24%).}}
**{{buff|All turnips have increased base damage values (2% (normal/carrot/line/dot/happy)/6% (wink)/12% (dot)/23% (stitch-face) → 5%/10%/16%/24%).}}
**{{buff|Turnips have less base knockback (30 → 25), but more knockback scaling (35 → 45) improving weaker turnips' combo potential and stronger turnips' KO potential.}}
**{{buff|Turnips have less base knockback but more knockback scaling (30 base/35 scaling 25/45), improving weaker turnips' combo potential and stronger turnips' KO potential.}}
**{{change|Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.}}
**{{change|Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.}}
**{{nerf|Turnips have smaller hitboxes (2.4u → 2.1u).}}
**{{nerf|Turnips now deal negative shield damage (0 → -2.5).}}
*[[Peach Blossom]]:
*[[Peach Blossom]]:
**{{buff|Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 230/130/100 (clean), 200/130/100 (late)), putting opponents to [[sleep]] for longer as a result.}}
**{{buff|Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 230/130/100 (clean), 200/130/100 (late)), putting opponents to [[sleep]] for longer as a result.}}

Latest revision as of 09:49, September 1, 2024

Aesthetics

  • Change Due to the aesthetic used in Ultimate, Peach's model features a more subdued color scheme. Her dress retains its design from SSB4, but features a glossy satin texture. Her hair and gloves feature subtle detailing, similar to her design in Brawl.
  • Change Peach has a new alternate costume—a golden dress. It replaces her Princess Daisy-inspired costume, most likely due to Daisy being a separate character as Peach's Echo Fighter.
  • Change Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.
  • Change Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.
  • Change Double jump and air dodge animation has changed slightly. Additionally, Peach's stun animation is sped up.
  • Change Peach's dress has independent physics, like in Melee. Her dress also no longer puffs up when floating.
  • Change As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:
    • Change Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.
    • Change Down taunt has a heart pop up next to her head. She also no longer spins and winks immediately.
  • Change Peach's victory poses have been changed:
    • Change Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it while saying "Aw, did I win?". This replaces her right-inputted victory pose from Melee to SSB4 where she swings her arm out and puts it behind her.
    • Change Her left-inputted victory pose from previous games has been moved to the right button and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blowing a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her right-inputted pose from Brawl and SSB4.
    • Change Her up-inputted victory pose has her perform a more elegant twirl before striking the pose.

Attributes

  • Buff Like all characters, Peach's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Peach walks slightly faster (0.86 → 0.924).
  • Buff Peach runs faster (1.4175 → 1.595).
    • Buff Her initial dash is significantly faster (1.5 → 1.826).
  • Buff Peach's traction is much higher (0.068 → 0.111).
  • Buff Peach's air speed is faster (0.95 → 1.029), which also increases her floating speed and distance.
  • Change Peach's base air acceleration has been increased (0.01 → 0.04), but her additional air acceleration has been reduced (0.1 → 0.08). This increases her total air acceleration (0.11 → 0.12) but gives her less control over her air speed.
  • Change Peach's falling speed (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.
  • Change Peach's gravity has been increased (0.068 → 0.07).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 62), being tied with her Echo Fighter for the third slowest air dodge in the game duration-wise, only behind Rosalina and Jigglypuff.
  • Change The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.

Ground attacks

  • Neutral attack:
    • Buff The first hit has altered angles (74°/78° → 361°/180°), allowing it to lock opponents.
    • Buff The first hit transitions slightly faster into the second hit (frame 8 → 7).
    • Buff The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has a shorter hitbox duration (frames 2-3 → 2) and smaller hitboxes (2.4u/2.4u/3.0u → 2.0u/2.0u/2.4u).
    • Nerf The second hit's inner hitbox is smaller (4u → 3u).
    • Nerf The first hit no longer uses set knockback (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it jab cancel setups.
    • Change All hitboxes are now static instead of being attached to Peach's arm.
  • Up tilt:
    • Change The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in Brawl), but no longer has higher priority.
      • Change However, the base knockback values remain unchanged (65/40 (shoulders/heart) and do not follow the damage swaps. This unusually makes the lower damage hitbox deal slightly more knockback than the heart hitbox until very high percents.
  • Down tilt:
    • Change Peach has a new down tilt: a sweep kick rather than an arm sweep.
    • Change It has noticeably less startup (frame 13 → 8), but its total duration was not fully compensated (FAF 28 → 24), giving it marginally more ending lag.
    • Buff Because meteor smashes are no longer techable, down tilt can start combos much more effectively.
    • Nerf The hitbox for grounded opponents does not stretch as far (Y2/Z2 2.0/15.0 → 2.8/10.2).
    • Buff The hitbox for aerial opponents has a smaller radius (4.5u → 3.8u), but now matches the one for grounded opponents, no longer being shorter and attached to Peach. Overall it has slightly more range.
    • Nerf It no longer grants intangibility.
    • Bug fix The zero gravity glitch can no longer be performed.
  • Dash attack:
    • Buff Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use weight-independent knockback. This allows it to connect better into the second hit.
    • Buff The first hit has gained a shieldstun multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.
    • Nerf The first hit is positioned lower (Y offset 8 → 7) and is less disjointed (Z offset 6.5/11 → 5.5/10.5).
    • Buff The second hit's innermost hitbox is slightly larger (4u → 4.5u), and the outermost hitbox is marginally more disjointed (Z2: 11 → 11.2).
    • Nerf The second hit has lower knockback scaling (140 → 130), hindering its KO potential.
    • Change Hearts appear at the end of the move.
  • Forward smash:
    • Buff Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. This greatly improves its reliability, letting Peach freely choose which weapon to use without having to execute the move repeatedly. This also allows Peach to change weapon while charging the move, overall making the move significantly harder to DI.
    • Buff The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).
      • Nerf However, all the hitboxes launch at a higher angle (361° → 45°), hindering the move's KO potential, especially for the sourspots.
    • Buff The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.
    • Nerf However, it deals less knockback (80/86 (base)/56/60 (scaling) → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).
    • Nerf The frying pan has less base knockback (70 → 68).
  • Down smash:
    • Buff Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
      • Buff This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31). Its interruptibility is changed, effectively giving it less ending lag.
    • Buff The looping hits keep opponents on the ground (15°/170° → 0°/180°), and have different set knockback values (30/20 → 20/25) and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.
    • Change The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.
    • Change Its animation has been reversed, with Peach spinning towards the screen rather than away from it.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).
  • Buff The introduction of the 0.85× damage multiplier for short hopped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.
  • Forward aerial:
    • Nerf Forward aerial's arm hitbox is smaller (3.8u → 3.4u). It is now a sourspot, dealing less damage (15% → 14%) and taking priority over the sweetspot.
    • Nerf All hits deal less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering the move's KO potential.
    • Change It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.
    • Change It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.
  • Back aerial:
    • Change Back aerial has hearts emerging from near Peach's rear.
    • Buff The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.
  • Up aerial:
    • Buff The second hit has lower SDI multipliers (1× → 0.5×).

Throws and other attacks

  • Change Peach's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.
  • Grabs:
    • Nerf All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
    • Nerf Dash grab has more startup (frame 8 → 9).
    • Nerf Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.
  • Change When Peach grabs an opponent, Toad appears to attack alongside her when she uses her pummel and throws.
  • Pummel:
    • Change Peach has a new pummel, where Toad punches the opponent.
    • Buff It deals more hitlag (4 frames → 14), but has less startup (frame 4 → 1) and much less ending lag (FAF 19 → 7), shortening its duration.
    • Nerf It deals less damage (2% → 1.3%).
  • Forward throw:
    • Change Peach has a new forward throw; Peach prepares to slap the opponent, then Toad headbutts the opponent away, much to Peach's surprise.
    • Buff It deals much more knockback to bystanders (12 base/0 scaling → 55/50) and launches them more horizontally (80° → 361°), allowing it to force them off the stage.
  • Back throw:
    • Nerf Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.
  • Down throw:
    • Change Peach has a new down throw, where Toad headbutts the opponent onto the ground.
    • Buff It has increased combo potential due to her faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Toad:
    • Buff Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).
    • Buff It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback adjusted on the last hit (15 base/300 scaling → 40/210), dealing more knockback overall.
    • Nerf It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.
    • Nerf Its intangibility has a shorter duration (frames 11-14 → 8-10).
    • Change The last hit launches at a higher angle (361° → 45°).
    • Change The spores are individual projectiles rather than hitboxes attached to Peach.
      • Buff As a result, Peach no longer takes any hitlag from the move, allowing it to transition faster and connect more reliably, despite each hit having a higher hitlag multiplier (0.4× → 1×).
      • Nerf However, this greatly decreases its shieldstun.
    • Change Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.
      • Change Along with the new animation, the sound effect on the startup has been removed.
  • Peach Bomber:
    • Buff Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).
    • Buff It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.
    • Buff Peach can control her drift much earlier after a missed aerial Peach Bomber.
    • Change Peach has less recoil when landing the move (initial speed: -1.2 → -0.95).
    • Nerf It has more ending lag if it connects (FAF 21 → 25).
  • Peach Parasol:
    • Buff Peach Parasol has less landing lag if the parasol is open (41 frames → 26).
    • Buff The looping hits use weight-independent knockback, with the last one also having a different autolink angle (366° → 368°), and all of them having different set knockback values (180/160 (hit 1), 90 (hit 2-5) → 160/130 (hit 1), 160/80/70 (hits 2-4), 80/70 (hit 5)), allowing them to connect more reliably.
    • Nerf Due to rage being changed to not affect set knockback, and the first hit's lower values, it can no longer one-hit KO opponents, removing Peach's early KO setups.
    • Nerf The open parasol during Peach's descent deals less damage (3% → 2%) and significantly less knockback (90 base/100 scaling → 65/15), making a single hit much less safe.
    • Buff The open parasol no longer deals any hitlag, and has a faster rehit rate (30 → 18), which combined with the previous change allows Peach to more effectively hit opponents multiple times with it, much like in Melee.
  • Vegetable:
    • Buff Vegetable has less ending lag (FAF 43 → 40).
    • Buff Peach's item throw has less ending lag on the ground in all directions (FAF 27 (forward)/back)/26 (up)/22 (down) → 25/24/20), now matching their aerial counterparts.
    • Buff All turnips have increased base damage values (2% (normal/carrot/line/dot/happy)/6% (wink)/12% (dot)/23% (stitch-face) → 5%/10%/16%/24%).
    • Buff Turnips have less base knockback but more knockback scaling (30 base/35 scaling → 25/45), improving weaker turnips' combo potential and stronger turnips' KO potential.
    • Change Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.
    • Nerf Turnips have smaller hitboxes (2.4u → 2.1u).
    • Nerf Turnips now deal negative shield damage (0 → -2.5).
  • Peach Blossom:
    • Buff Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 230/130/100 (clean), 200/130/100 (late)), putting opponents to sleep for longer as a result.