Super Smash Bros. Brawl

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===Matchups===
===Matchups===
{{SSBBMatchupTable|peach=yes}}
{{SSBBMatchupTable|peach=yes}}
According to [[character matchup (SSBB)|the current SmashBoards matchup chart for ''Brawl'']], Peach's matchup spread is overall average. She is hard countered by two characters, countered by two, soft countered by six, has 12 even matchups, soft counters five, counters eight, hard counters {{SSBB|Ganondorf}}. Peach mainly does well against characters who she can overwhelm with her aerial game and her projectiles. She notably has a winning matchup against the {{SSBB|Ice Climbers}}, as her float is an incredibly effective tool to separate the Ice Climbers, making her one of their most difficult matchups. She also does well against {{SSBB|Wario}}, as she can challenge him in the air, and she can abuse his aerial [[grab release]] to KO him early. Peach, however, struggles against characters who she has difficultly killing while they can easily kill her in return (most notably {{SSBB|Snake}} and {{SSBB|Lucario}}, with Snake being extremely heavy and having highly powerful attacks, while Lucario has a strong aerial game, much like her, and it can build up [[Aura]] and kill her early). She also has a lot of difficulty against characters who can easily outrange her and nullify her aerial game with their disjointed attacks (mainly {{SSBB|Marth}} and {{SSBB|Meta Knight}}, who possess fast sword attacks she has trouble spacing around).
According to [[character matchup (SSBB)|the current SmashBoards matchup chart for ''Brawl'']], Peach's matchup spread is overall decent. She is hard countered by two characters, countered by two, soft countered by six, has 12 even matchups, soft counters five, counters eight, hard counters {{SSBB|Ganondorf}}. Peach mainly does well against characters who she can overwhelm with her aerial game and her projectiles. She notably has a winning matchup against the {{SSBB|Ice Climbers}}, as her float is an incredibly effective tool to separate the Ice Climbers, making her one of their most difficult matchups. She also does well against {{SSBB|Wario}}, as she can challenge him in the air, and she can abuse his aerial [[grab release]] to KO him early. Peach, however, struggles against characters who she has difficultly killing while they can easily kill her in return (most notably {{SSBB|Snake}} and {{SSBB|Lucario}}, with Snake being extremely heavy and having highly powerful attacks, while Lucario has a strong aerial game, much like her, and it can build up [[Aura]] and kill her early). She also has a lot of difficulty against characters who can easily outrange her and nullify her aerial game with their disjointed attacks (mainly {{SSBB|Marth}} and {{SSBB|Meta Knight}}, who possess fast sword attacks she has trouble spacing around).


===Notable players===
===Notable players===

Revision as of 18:33, April 21, 2021

This article is about Peach's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Princess Peach.
Peach
in Super Smash Bros. Brawl
Peach SSBB.jpg
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Peach Blossom
Tier C- (19)
Peach (SSBB)

Peach (ピーチ, Peach) is a starter character in Super Smash Bros. Brawl after returning from Super Smash Bros. Melee. She was announced on the Smash Bros. DOJO!! website on August 17th, 2007.

Peach is now voiced by Samantha Kelly, her current voice actress from Mario Strikers Charged, Mario Party 8, and Super Mario Galaxy onwards, replacing Jen Taylor, and imitating some of the latter's voice clips from Melee.

Peach is currently ranked 19th out of 38 at the very center of the Brawl tier list, higher than any other Mario character (not including the spin-off universes), in the bottom of the high-mid tier, though her ranking in Brawl, technically her worst placement in the series, is considered a downgrade from Melee, as she noticeably dropped from her high tier placement of 6th out of 26. Her item-based Turnip projectiles are effective at keeping opponents as bay when camping, and by using glide tosses can also aid her approach. Her aforementioned floating ability can be used in a number of ways, including aiding her recovery and allowing her to use aerials repeatedly without landing or having to jump between attacks, or when holding throwable items. She also has one of the best horizontal recoveries in the game, and is also good at edgeguarding, comboing, and damage racking, and she has a strong aerial game as a result of her floating. However, she is hindered by having difficulties in KOing opponents, despite possessing many moves with high KO potential, due to the fact that they either have difficult to land sweetspots, possess low base knockback, or have low knockback scaling. Her Turnips also cover shorter distance than most projectiles when thrown, which, when combined with her slow movement, allows higher tier characters to camp better than her. She also has poor endurance and momentum cancelling, especially vertically, and is a tall character. She also suffers from a poor ground game with short reach, weak ground attacks, and mediocre throws; and the worst air dodge with 30 frames of ending lag, which, when combined with her floaty falling speed, makes it difficult to defend against juggling and aerial followups. In spite of this, she has mostly above average matchups, including a winning matchup against the higher-tier Ice Climbers and Wario. Overall, Peach has above average tournament results.

Attributes

Peach is suspended somewhere between a light and medium hitter in terms of knockback, but as an in-close brawler she excels. She has plenty of ways to rack up damage on her opponents, but getting the KOing blow can be difficult. At low damage percentages, Peach is fantastic against her opponents, wielding the deadly combination of her down throw, down aerial, and floating ability to easily build damage on foes. Though Peach does have problems scoring KOs when her opponents reach higher percentages, her best KO move is her forward aerial, and can be easily used in conjunction with her floating to give her the ability to retreat or approach multiple times while using her forward aerial. Though the move has noticeable start-up lag, this can be remedied with timing it properly. Outside of her forward aerial though, Peach does have an issue with attack range, relying on glide tossing Vegetables to approach. Peach's slow dash speed also hurts her approach. Often it is advisable for Peach players to pull turnips throughout the match regardless of attack necessity, simply to increase the chance of pulling a deadly "stitch-face" turnip or any of the other unique items Peach has a chance of summoning, each of which are powerful in various ways. In general, Peach can pull turnips quickly enough to have three in the air at any given time, provided that she throws them straight up, giving her both the chance at better items and providing potential setups for turnip traps, where enemies will bounce off of turnips both falling and being immediately thrown at them.

As mentioned, Peach has a number of attacks with large hitboxes, including her forward aerial crown slap, her down aerial foot stomping, and her high-speed jab, all of which allow her to break through the attacks of many other characters. Like a number of characters in Brawl, Peach doesn't have much of a problem returning to the stage, and can easily use her up special repetitively to stall at the edge, thus making her the only character that can come in and out of her helpless state after using her special jump, as it is difficult to find an opening while she is doing so. Despite having an excellent horizontal recovery, her recovery is very predictable and isn't very good vertically due to having the shortest second jump in the game and the poor vertical distance on Peach Parasol. Should the opponent try to recover, she has the option to use her down smash or the odd hitbox of her down tilt to spike. The down smash will simply stage-spike instead of being an actual meteor smash.

Peach has a few main flaws. Firstly, she has a very poor air defense; her air dodge actually has more lag (30 frames) than invincibility frames (frames 4 to 19). Being light, floaty, and having by far the worst air dodge in the game, she can easily get juggled. Her down aerial can help a bit, but only against attacks with less range. Secondly, she can have problems with KOs. With only her forward aerial to turn to for reliable KOs, and it being a good move in normal combat, Peach has a hard time finding a solution for finishing off her enemies. The knockback of her forward smash varies unpredictably, her down-smash has been downgraded to near uselessness outside of interrupting attacks, and her up smash must be sweet-spotted at the top of her hand to actually send the opponent far. What it comes down to is that enemies will be expecting the forward aerial at high percentages, and thus it is relatively predictable despite being such a good move.

Changes from Melee to Brawl

Although she received some buffs, Peach was significantly nerfed overall from Melee to Brawl, with several of her once-dominating advantages removed in the transition. Her aerial game has seen various downgrades. Her air speed is slower, and her double jump is drastically lower. She also lost access to double jump canceling and float canceling, and all of her aerials have increased ending lag. Her dash attack and down smash (previously her best grounded moves) have been altered, making them far inferior to their former counterparts. Her grab game has also seen some nerfs. Her forward throw is much weaker, and her up throw can no longer chain grab opponents. Her kill power has been severely reduced, as many of her KO moves have decreased power. The general changes to Brawl's mechanics also hinder her overall. The introduction of hitstun canceling greatly limits her combo potential, while it gives her limited benefits compared to other characters due to her poor air dodge and weak momentum canceling. The removal of crouch canceling also greatly hinders her, especially when combined with the changes to her down smash.

She did receive some buffs. Her grounded mobility has overall improved, as she dashes faster and she covers much more distance from a glide toss. Peach now has multiple techniques to further improve the utility of Vegetable alongside her aforementioned glide toss. Despite the nerfs to her aerial game, her aerials did also receive some buffs. All of her aerials have decreased landing lag, somewhat compensating for the removal of L-canceling, and her air acceleration is higher, making it easier for her to weave in and out in the air while floating. As for her individual aerials, she can now connect both hits of neutral/back aerials, forward aerial has increased range and now instantly auto-cancels, and her down aerial connects more reliably, with its final hit being considerably stronger, improving the latter two's spacing potential.

Overall, her buffs do not make up for her nerfs, and the game's new mechanics hinder her overall. Despite this, she still maintains some of her previous strengths and overall remains stronger than various other characters, although she significantly struggles against some of the top tier characters, and her learning curve is rather high in comparison to most other characters.

Aesthetics

  • Change Peach's dress has been updated to match her modern appearance, but with a lot more realistic details, such as wrinkles and ruffles. Her hair is also a lighter color.
  • Change Peach's alternate costumes have been altered:
    • Change The color of the heels on all of her costumes now matches the color of her dress.
    • Change Her orange costume based on Princess Daisy now has the same skin color as her default costume, and her earrings are now green spheres rather than daisies. The dress itself is more closely based on Daisy's later appearances.
    • Change Her blue and green costumes are lighter and she now wears pink earrings in her blue costume.
    • Change Peach no longer wears white stockings in her white costume.
    • Change Peach has a new red costume which is now used as her Red Team color in Team Battles, replacing her default costume.
  • Change Her parasol design is from Yoshi's Island DS and Super Paper Mario. The color of her parasol also changes color depending on which costume Peach is using.
  • Change Peach also has a new, carefree walk animation where she skips, although her slow walking animation remains unaltered from Brawl.
  • Change Peach has a new dash animation where she holds her dress up while she runs.
  • Change Peach has a different animation when carrying heavy items. She now carries them in front of her rather than over her head.
  • Change Like other characters in Brawl, Peach no longer vocalizes when performing a short hop.
  • Change Peach Bomber and her up tilt now release a cloud of hearts.
  • Change Several of Peach's voice lines have been changed:
    • Change Peach's previous taunt has been moved to her down taunt. She now says "Uh-huh" rather than "Sweet!". She does however say "Sweet!" in her new up taunt, and the voice clip for her Melee taunt is used for her Wii remote selection sound.
    • Change Peach's voice line in her second and third victory poses has been moved to the first and second poses, respectively; she now says "Peachy!" during her third pose.
    • Change Peach now shouts "Noooooo!" upon being Star KO'd, in a similar manner to Snake and Sonic.
    • Change As can be heard in Sound Test, Peach's voice while using Peach Bomber and one of her victory quotes is now actually two separated voices, consisting of "Ha-"/"-tcha!" and "Oh,"/"Did I win?", respectively.
  • Change As on screen appearances were not present in Melee, Peach now receives one.

Attributes

  • Change As with the returning veterans, Peach's falling speed was reduced (1.5 → 1.05). Compared to the returning veterans, Peach falls slightly slower, going from the 4th lowest to the 2nd lowest.
  • Change Peach's gravity is lower (0.08 → 0.0632).
  • Buff Peach walks slightly faster (0.85 → 0.86).
  • Buff Peach dashes slightly faster (1.3 → 1.35).
  • Nerf Peach's air speed is much slower (1.1 → 0.893), now going from the 5th best in Melee to only the 24th highest in Brawl.
  • Buff Peach's air acceleration is higher (0.07 → 0.11).
  • Nerf Peach's midair jump gives significantly less height, going from the fourth highest midair jump in Melee to the lowest in Brawl, greatly hindering her recovery potential and aerial combo game.
  • Nerf Double jump now functions like a jump, instead of having a scripted upward movement pattern. When combined with the removal of double jump canceling, this hinders Peach's aerial approach.
  • Nerf Peach's traction is lower (0.1 → 0.068), especially when comparing with the returning veterans, now going from the best in Melee to the 7th highest. This also makes it harder for her to punish out of shield, and due to the removal of wavedashing the benefits she receives from it are outweighed by the cons.
  • Buff Peach's forward glide toss travels significantly higher distance improving her grounded approach with Vegetable and other items.
  • Buff Spot dodge has a longer duration (frames 2-18 → 2-20) and less ending lag (FAF 28 → 26).
  • Nerf Back roll has more startup (frame 4 → 5).

Ground attacks

  • Neutral attack:
    • Buff Both hits has less startup lag (frame 3 → 2) and deals more damage (2% → 3%).
    • Nerf It has more ending lag (FAF 16 → 20 (hit 1), FAF 17 → 23 (hit 2)).
  • Forward tilt:
    • Buff Forward tilt has a longer duration (frames 6-7 (clean), 8-13 (late) → 6-8/9-16) and has larger hitboxes.
  • Up tilt:
    • Change Peach has a new up tilt where she extends her arm upward with a pink heart appearing above it.
    • Buff It now has a sweetspot located at the heart which is a disjointed hitbox that does more damage than her old up tilt (12% → 13%) and deals more knockback (48 (base), 72 (scaling) → 60/70.
    • Nerf It has more startup (frame 9 → 10) and ending lag (FAF 37 → 38) and is less effective for comboing and juggling.
    • Change It now has a hitbox at the arm that deals 10% damage.
  • Down tilt:
    • Buff Peach now moves forward slightly when performing down tilt, giving her a pseudo-crawl. If Peach performs any action without touching the control stick after using down tilt, she will slide backward, giving her an additional mixup/movement option.
    • Nerf It deals 2% less damage (12% → 10%), making it weaker as its knockback was unchanged (although this is somewhat compensated by universally decreased falling speeds on stage and the changes to meteor canceling off-stage).
  • Dash attack:
    • Change Dash attack now consists of two hits instead of a clean hit and a late hit.
    • Buff Its new first hit is capable of locking and tripping opponents although its chances of tripping are very rare and it is fairly impractical for locking opponents. Additionally, it has a larger disjointed hitbox in front of Peach.
    • Nerf It has a shorter duration (frames 6-20 → 6-9 (hit 1), 17-19 (hit 2)), deals less damage (12%/9% (clean), 8%/7% (late) → 8%) and knockback (70/50/20 (base), 70 (scaling) → 30/50 (hit 1), 50/125 (hit 2). These changes combined with the changes to hitstun reduce its reliability and almost completely removes its combo ability.
  • Forward smash:
    • Buff All versions of forward smash have a longer duration (frames 15-18 → 15-19).
    • Buff The sweetspot of her tennis racket deals more damage (12% → 13%) and drastically higher knockback (35 (base), 75 (scaling) → 40/100).
    • Buff The frying pan deals more damage and is now consistent (15%/17% → 18%).
    • Change The golf club now deals consistent damage (13% (base), 17% (head) → 15%) and knockback scaling (50 (base), 60 (head) → 70). This makes the base much stronger but makes the head slightly weaker.
  • Up smash:
    • Nerf Up smash's sweetspot deals less damage (19% → 17%) hindering its KO potential (although it is still one of the strongest up smashes). Also, it has more start-up lag, a shorter duration (frames 13-22 → 14-16 (clean), 17-20 (late)), more ending lag (FAF 40 → 45) and the move now has a weaker late hit dealing less damage (19%/15% → 12%/10%) making the sweetspot harder to land especially the strongest sweetspot.
  • Down smash:
    • Buff Down smash has larger hitboxes.
    • Nerf It now deals four hits instead of five and each hit deals much less damage (12%/14% → 5%), reducing its overall damage output and no longer being able to KO even in Sudden Death percentages. Each hit also has more startup lag (except the last hit) and the move has a shorter duration (frames 5-6/9-10/13-14/17-18/21-22 → 6-7/11-12/16-17/21-22). Its damage potential is hindered even further by the loss of crouch cancelling. It also has more ending lag (FAF 40 → 44). Overall, the move's utility has been significantly been weakened, and is considered the most drastic nerf from Melee to Brawl no longer being a contender for the best down smash.
    • Change It deals consistent base knockback (35/40 → 38).

Aerial attacks

  • Buff All of Peach's aerials have less landing lag (17 frames → 11 (neutral), 25 frames → 22 (forward), 15 frames → 9 (back, up, down)).
  • Nerf All of Peach's aerials have more ending lag (FAF 42 → 50 (neutral), FAF 51 → 55 (forward), FAF 38 → 55 (back), FAF 34 → 36 (up), FAF 36 → 40 (down)) as her aerials are no longer interruptible. This was likely done due to how her float was programmed in Brawl where if her aerials are interruptible, the float will cancel if she performs another aerial.
  • Nerf Peach can no longer float cancel or double jump cancel her aerials, impairing her approach, shield pressure, and combo options.
    • Buff The removal of double jump cancelling however does increase her recovery's safety.
  • Neutral aerial:
    • Buff Neutral aerial can now trip opponents and it is now possible to connect both hits of neutral aerial allowing it to potentially deal 23%.
    • Nerf Its clean hit deals less damage (14% → 13%) and has less knockback scaling (100 → 90), hindering its KO potential.
  • Forward aerial:
    • Buff Forward aerial is a much stronger landing option due to it being able to auto-cancel as soon as its hitbox ends which also improves its spacing potential as she no longer has to use it while floating right above the ground to cancel all landing lag. It also has increased range (4u/3.2u → 4.4u/3.8u).
    • Buff It auto-cancels earlier (frame 39 → 20), somewhat compensating for the loss of float canceling.
    • Nerf It has slightly less knockback growth (70 → 68) and has a shorter duration (frames 16-20 → 16-19). When combined with momentum canceling and the more severe effect of stale-move negation this significantly hinders her forward aerial's use as a KO option due to it being one of her most important spacing moves.
  • Back aerial:
    • Buff If Peach cancels her float after connecting the strong hit of back aerial, both hits can now connect increasing the move's overall damage output (14% → 21%). Back aerial also has a new small hitbox in front of Peach which deals 1% less damage slightly increasing its range.
    • Buff It auto-cancels earlier (frame 23 → 20), somewhat compensating for the loss of float canceling.
    • Nerf It has a shorter duration (frames 6-22 → 6-19) and the late hit deals less damage (10% → 7%) and knockback (0 (base), 90 (scaling) → 10/70). It also has a longer animation (44 frames → 54) further increasing its ending lag.
    • Change Its sweetspot's knockback has been altered (0 (base), 100 (scaling) → 30/80). This improves its edgeguarding potential but hinders its KO potential at center stage.
  • Up aerial:
    • Nerf Up aerial has slightly more start-up lag (frame 7 → 8) and auto-cancels slightly later (frame 22 → 23).
    • Change Its sweetspot deals slightly less damage (14% → 13%) and has significantly less knockback scaling (120 → 100). This hinders its KO potential but improves its combo potential at lower percents.
  • Down aerial:
    • Buff Down aerial deals 3% more damage (11 → 14%) due to changes to stale move negation and the final hit is much stronger dealing more damage (3% → 5%) and has increased knockback (12/16 (base), 50 (scaling) → 40/120). This makes down aerial a very strong spacing tool when combined with floating. The first three hits also deal less knockback (12/16 (base), 50 (scaling) → 13/30) making them connect more reliably at higher percents.
    • Buff It auto-cancels earlier (frame 36 → 32), somewhat compensating for the loss of float canceling.
    • Nerf Its new final hit prevents it from linking into other aerials at high percentages, removing one of Peach's best options to setup KO moves.

Throws/other attacks

  • Grabs:
    • Change Grabs have a different animation where Peach reaches much further forward although this does not increase the range of her grabs except for her new pivot grab.
    • Buff Grabs have less startup lag (frame 7 → 6) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)). Peach now solely possesses the fastest dash grab in the game.
  • Pummel:
    • Buff Pummel has less ending lag (FAF 26 → 19).
    • Nerf It deals less damage (3% → 2%).
  • Forward throw:
    • Buff Forward throw has higher base knockback (10 → 45) increases its safety at lower percents.
    • Nerf It has much less knockback scaling (160 → 83) and can no longer KO reliably until super high percents. Previously, in Melee, it could KO at around 110%, but it cannot KO until around 160% in Brawl.
  • Back throw:
    • Nerf Back throw has less base knockback (80 → 70) weakening its already low KO potential.
  • Up throw:
    • Nerf Up throw can no longer chaingrab fastfallers due to universally decreased falling speeds while still being too weak to KO until unrealistic percents.
  • Down throw:
    • Buff Down throw no longer forces opponents into tumble at lower percents and due to DI changes can now reliably chaingrab at lower percents.
    • Change It has more knockback scaling (30 → 60) improving its followup potential at lower percents but hindering its followup potential at higher percents.
  • Floor attack:
    • Nerf Floor attack from the back deals less damage (6% → 5%).
  • Edge attack:
    • Buff Both edge attacks has more set knockback (90 → 110).
    • Buff The hitbox of the under 100% variant has a longer duration (frames 10-14 → 10-16) and both variants have more invincibility (frames 1-6 (under 100%), 1-40 (over 100%) → 1-8/1-48).

Special moves

  • Toad:
    • Buff Toad has less startup lag, a longer duration, and deals more knockback (80 (base), 50 (scaling) → 40/180). Peach can also now B-reverse Toad.
    • Change Peach no longer flashes blue when using Toad. Toad also makes a different sound effect.
    • Nerf Its counter frames have more startup lag (frame 10 → 11) and now only hits six times instead of seven, decreasing its maximum damage output despite changes to stale move negation (19% → 18%).
  • Peach Bomber:
    • Buff Peach Bomber covers more horizontal distance and can now sweetspot the edge. It also now semi-spikes (70° → 23°), granting it edgeguarding ability.
    • Nerf It deals much less damage (16%/18% → 15%) and knockback scaling (80/100 → 40), drastically hindering its KO potential. Additionally, it can no longer bounce off walls preventing Peach from indefinitely stalling up a wall. Additionally, inputting the move as a smash attack no longer increases its power.
    • Change Peach Bomber makes a different sound effect when it connects and it no longer has a flame effect.
  • Peach Parasol:
    • Buff Peach Parasol travels more distance and its final hit deals more damage (1% → 4%) and knockback, allowing it to KO near the upper blast line. It also connects more reliably.
    • Nerf Its jump is slower with its hitboxes having more startup lag (frame 6 → 7) and each hit has a shorter duration (4 frames (hit 1), 2 frames (multi hits) → 1 frame (all)). It's maximum damage output is also lower as it only has five hits instead of eleven (16% → 12%). Additionally, it now has much more landing lag if Peach lands with the parasol closed (4 frames → 39).
    • Change Peach Parasol makes a different sound effect.
  • Vegetable:
    • Buff Turnips are now immediately generated, meaning that if Peach is hit out of the plucking animation, she will now keep the turnip rather than losing it.
    • Buff When Peach slides off an edge while using Vegetable, it now cancels the plucking animation while still giving her the turnip/item, effectively giving it no ending lag.
    • Buff Peach can now move forward with Vegetable by dashing and performing the move at the same time, improving its approach potential and safety.
    • Buff The increased distance of Peach's glide toss significantly improves her approach potential with turnips or other items.
    • Buff Peach can now catch turnips and other items in the air with her aerials and air dodge.
    • Buff Peach's turnips can deal more damage depending on the item throw (8% maximum increase → 11.9%), allowing all of her turnips to deal up to 3.9% more damage.
    • Buff There is a slightly larger, yet still very low chance of pulling a Beam Sword, Bob-omb, or Mr. Saturn when using Vegetable (1/128 (any item)/1/256 (Mr. Saturn)/1/384 (Bob-omb)/1/768 (Beam Sword) → 1/80/1/160/1/240/1/480).
    • Change While plucking vegetables, the sound effect for picking up items now plays.
    • Change If Peach is holding a turnip and she changes in size, the size of the turnip will now scale with her.
    • Change Peach vocalizes less frequently when Vegetable is spammed, or if Peach is too close to an opponent.
    • Nerf The turnips now disappear when hitting a shield or when colliding with another attack, rather than rebound off of it. This means Peach can no longer recycle valuable turnips and hinders her shield pressuring potential.
    • Nerf The turnips deal less knockback (25 (base), 60 (scaling) → 30/35), making them less useful for edgeguarding and hindering stitch faced turnip's KO potential.
  • Item toss:
    • Buff Forward item toss has less startup lag (frame 10 → 8).
    • Buff Downward item toss has less startup (frame 9 (ground)/10 (air) → 7 (both)) and ending lag (FAF 24 → 22 (ground)/20 (air)).
    • Buff Dash item toss has much less startup lag (frame 12 → 5) and a shorter total duration (FAF 40 → 38).
      • Nerf However, its total duration was not fully compensated, giving it more ending lag.
    • Nerf Forward item toss has more ending lag (FAF 24 → 27 (ground)/25 (air)).
    • Nerf Backward item toss has more startup lag (frame 10 (ground)/9 (air) → 11 (both)) and a longer total duration (FAF 24 → 27 (ground)/25 (air)).
      • Buff However, the aerial version's total duration was not fully compensated, giving it less ending lag.
    • Nerf Grounded upward item toss has more ending lag (FAF 24 → 26).
    • Nerf Aerial upward item toss has more startup lag (frame 11 → 12).
      • Buff However, its total duration was unchanged, giving it less ending lag.
  • Peach Blossom:
    • Change Peach has a Final Smash: Peach Blossom. Peach dances to a sped-up rendition of the Super Mario Bros. 3 Coin Heaven theme that forces all grounded opponents to fall asleep. Thirteen health-restoring peaches appear on the stage, which heal 5% damage each. The damage opponents sustain and their sleep duration is based on their distance from Peach.

Moveset

For a visual representation of Peach's attack hitboxes, see this page.
  Name Damage Description
Neutral attack   3% Peach slaps the enemy twice. This move is similar to an attack in Super Mario RPG: Legend of the Seven Stars. Excellent panic move and grab setup due to its speed, as it comes out in just two frames. Interestingly, her second slap is also her most ranged normal move.
3%
Forward tilt   13%/11%/10% (clean), 6% (late) A 180-degree high kick. Deals more damage up close. Capable of juggling heavies at low percentages if they lose their second jump. Also has decent knockback up close. Peach rarely shows this much flexibility in other games. The sweetspot KOs at 139%.
Up tilt   13% (heart), 10% (arm) Peach points upward and a pink heart appears. Very good disjointed range, easily stops opposing down aerials. The sweetspot KOs at 158%. Due to the order of hitbox priority, it is nearly impossible to land the weak hit of the move, as the strong hitbox overlaps it and always takes priority. This is most likely an unintentional oversight.
Down tilt   10% A downward hand sweep to the ground. Has good vertical knockback, deceptively large range, and can meteor smash opponents in the air or hanging on the ledge. Peach's second highest range move. Moves her forward a little and can be used to pseudo-crawl. It's also the second strongest down tilt's meteor smash in the game. Easily leads into a forward smash. KOs at 174% on grounded opponents, and can KO under 60% on opponents hanging on the ledge.
Dash attack   4% (hit 1), 4% (hit 2) Strikes with both arms extended forward, then quickly spreads her arms out. Deals two hits. Very little knockback, but the first hit has knockback growth and at higher percentages it rarely follows into the second hit.
Forward smash   15% (club), 18% (pan), 12%/13% (racket) Strikes with either a frying pan from Super Mario RPG: Legend of the Seven Stars, a golf club, or a tennis racket, from the various Mario Tennis and Golf games. Each weapon has different properties — the golf club has the most range, the frying pan does the most damage, and the tennis racket has the most horizontal angle. Unusually, the 17th frame of the attack, where the weapon is the most horizontally outstretched, contains a hitbox covering a rather large area in front of Peach; for the tennis racket this area is a powerful sweetspot. KOs at: 99% (racket, uncharged, if sweetspotted), 131% (club, uncharged), 135% (pan, uncharged), 65% (racket, fully charged, if sweetspotted) and 87% (pan and club, fully charged).
Up smash   15%/17%/8% (clean), 12%/10% (late) Twirls around with arm raised. Powerful vertical knockback if sweetspotted (Peach's body, as opposed to the arm). Peach's strongest move when sweetspotted in terms of knockback, excluding a Bob-Omb or stitch face Turnip, though it has very little horizontal range. Sweetspotting is very difficult to do, but has the highest KO potential of all of Peach's attacks since her up smash can KO at 80% when uncharged and sweetspotted, and 47% when fully charged and sweetspotted. Her up smash can KO even earlier than her forward aerial. Good for out of shield options as this attack can punish some attacks that has a long hitlag, such as Mr. Game & Watch's back aerial.
Down smash   5% (hits 1-4) Spins dress around like a blade, slashing whoever gets caught in it. Consists of four hits. Landing all four hits is hard to manage, even against large and heavy characters; usually two or three hits will land. Very low knockback, but can stage-spike an opponent at the edge, and long duration allows it to punish sidestepping.
Neutral aerial   13% (clean), 10%/9% (late) Spins around with arms extended. Decent knockback. Good for edgeguarding. Hits on frame 3, allowing to be an excellent combo breaker due to its almost instantaneous start-up which can break some chain throws. KOs at 111% at the ledge, or at 151% from the center of Final Destination.
Forward aerial   15% Peach takes off her crown and strikes with it. Good knockback and is often considered her most reliable KO move, even though it still isn't too reliable. Has a disjointed hitbox. Good for edgeguarding. KOs at 86% at the ledge, or at 133% from the center of Final Destination.
Back aerial   13-14% (clean), 7% (late) Peach thrusts her body backwards, hitting with her rear. Quicker than her forward aerial, surprisingly high knockback when opponent is high percentage. It can KO at 108% at the ledge, or at 150% from center of Final Destination. Very high ending lag in midair, but has almost no landing lag, which can allows it to combo into a forward smash or forward tilt.
Up aerial   13% (foot), 12% (leg), 11% (body) A high kick. On grounded opponents, the strong hit KOs at 148%, but can kill much earlier higher up. Good for aerial combos. At low percentages, floating up aerials will string into each other for a devastating combo.
Down aerial   3% (hits 1-3), 5% (hit 4) A series of four downward stomps. An excellent edgeguarding move against opponents who try to return to the stage at a low angle. Also, due to its long duration, is nearly impossible to air dodge out of. Very good for aerial combos and for attacking shields. Fourth kick has a weak vertical knockback. On the ground it does not kill until 201%, but can potentially kill at more realistic percents higher up.
Grab
Pummel   2% Kicks the opponent. A fast pummel.
Forward throw   2% (hit 1), 8% (throw) Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it doesn't KO until 158% at the ledge, and lacks KO power from further away. Can chaingrab heavies at extremely low percentages provided that one buffers a dash grab.
Back throw   2% (hit 1), 9% (throw) Places opponent behind her and uses her rear to knock them away. Decent horizontal knockback, but not enough to KO, even at the ledge.
Up throw   2% (hit 1), 6% (throw) Puts opponent above her, and volleys him/her upward. Can lead into sweetspotted up smash at high percentages.
Down throw   0% (hit 1), 7% (throw) Places the opponent on the ground, jumps up and slams her rear on them. Great for chain-grabbing heavy characters and fast-fallers at low percentages. Good for follow-ups. If there is a third character nearby, the first hit of the throw, which does 0% damage by itself, will act as a weak meteor smash.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  8% (hit 2 legs), 6% (otherwise) Swirls around in a similar fashion to Mario's down smash. Unusually for a floor attack, part of it does more than 6% damage.
Floor attack (back)
Floor getups (back)
  6% Peach swings her legs around.
Floor attack (trip)
Floor getups (trip)
  5% Two kicks to either side.
Edge attack (fast)
Edge getups (fast)
  6% Lunges onto the stage rear-first.
Edge attack (slow)
Edge getups (slow)
  10% (foot), 8% (leg/body) Slowly gets up and swirls her body in a similar fashion to Mario's down smash, only with less range.
Neutral special Toad 3% (hits 1-6) Peach holds out Toad, who blocks and counterattacks by shooting spores at the opponent. KOs at 126% at the ledge, but not until 191% from the center, due to the move's poor knockback growth.
Side special Peach Bomber 15% Peach launches herself forwards with her rear, causing an explosion of hearts on contact. Decent base knockback and is a semi-spike, but has low knockback growth, not KOing until 164% at the ledge, and lacking KO potential from further away.
Up special Peach Parasol 5% (hit 1), 1% (hit 2), 4% (hit 3), 3% (hit 4) Peach jumps upwards, poking those in the way with her parasol. Her parasol allows her to float downward very slowly, and it's possible to put the parasol down at any time to fast fall. Doing this puts Peach in a helpless state, but its possible to reopen her parasol, which allows her to float again. KOs at 184% when used from the ground, but if used higher up it can kill much earlier.
Down special Vegetable Varies Peach out a vegetable, which can be used as a projectile. The face of the vegetable determines how much damage it will do. Along with turnips, Peach can pull out a Mr. Saturn, a Beam Sword, and a Bob-omb.
Final Smash Peach Blossom 40% (near), 20% (mid), 10% (far) Everyone goes to sleep and thirteen peaches appear on the stage, each healing 5% damage.
Vegetable Damage Data
Face Damage Pull Rate
Grin 2~13.9% 59.87%
Stare 2~13.9% 10.26%
Closed Eyes 2~13.9% 8.55%
Surprised 2~13.9% 5.13%
Happy 2~13.9% 5.13%
Wink 6~17.9% 6.84%
Dot-Eyes 12~23.9% 1.71%
Stitch-Face 30~41.9% 1.71%
Mr. Saturn 0.39%
Bob-omb 0.26%
Beam Sword 0.13%

On-screen appearance

  • Appears spinning out of a shower of hearts, then winks and poses with her parasol saying "Hi!".
PeachOnScreenAppearanceSSBB.gif

Taunts

  • Up taunt: Takes her parasol out and spins it, saying "Sweet". Unlike in Melee, the phrase is no longer said in a teasing manner.
  • Side taunt: Sings a non-lexical version of the nursery rhyme/folk song (Ring Around the Rosie), while dancing in a taunting manner by holding her dress. Multi-colored musical notes also float around her.
  • Down taunt: Spins around, winks, points, bends a little and says "Uh-huh!". It is the same animation as in Melee, but with changed sounds.
Up taunt Side taunt Down taunt
PeachUpTauntBrawl.gif PeachSideTauntBrawl.gif PeachDownTauntBrawl.gif

Idle pose

  • Looks over her shoulders and rubs something off her dress.
  • Raises arms up and stretches.
  • Adjusts her ring before raising her hand and looking at it.
  • Fiddles with hair.
Peach Idle Pose 2 Brawl.png Peach Idle Pose 1 Brawl.png Peach Idle Pose 3 Brawl.png Peach Idle Pose 4 Brawl.png

Crowd cheer

English Japanese
Cheer
Description Peach! Peach-y!
Pitch Group chant Group chant

Wii Remote selection sound

  • Peach says "Sweet!", taken directly from her taunt in Melee.
Peach's selection sound

Victory poses

A cover of the "Level Completed" music from Super Mario Bros.
  • Up: Turns to her right and says "This is fun!" while holding her hands together. This also resembles her stained glass portrait pose on her castle.
  • Left: Spins and waves to the screen, saying "Oh, did I win?" The phrase is said in a slightly more teasing manner than in Melee.
  • Right: Swings her arm out and puts it behind her, saying "Peachy!"
Up Left Right
Peach-VictoryUp-SSBB.gif Peach-VictoryLeft-SSBB.gif Peach-VictoryRight-SSBB.gif

In competitive play

Matchups

According to the current SmashBoards matchup chart for Brawl, Peach's matchup spread is overall decent. She is hard countered by two characters, countered by two, soft countered by six, has 12 even matchups, soft counters five, counters eight, hard counters Ganondorf. Peach mainly does well against characters who she can overwhelm with her aerial game and her projectiles. She notably has a winning matchup against the Ice Climbers, as her float is an incredibly effective tool to separate the Ice Climbers, making her one of their most difficult matchups. She also does well against Wario, as she can challenge him in the air, and she can abuse his aerial grab release to KO him early. Peach, however, struggles against characters who she has difficultly killing while they can easily kill her in return (most notably Snake and Lucario, with Snake being extremely heavy and having highly powerful attacks, while Lucario has a strong aerial game, much like her, and it can build up Aura and kill her early). She also has a lot of difficulty against characters who can easily outrange her and nullify her aerial game with their disjointed attacks (mainly Marth and Meta Knight, who possess fast sword attacks she has trouble spacing around).

Notable players

See also: Category:Peach professionals (SSBB)
  • USA Dark.Pch - The best Peach in the West Coast.
  • USA Illmatic - Formerly ranked 73rd on 2014 SSBBRank.
  • Japan Kie - The best Peach in the world. Has wins over 9B and Vinnie.
  • USA Nicole - One of the best Peach players in the world.
  • USA Silly Kyle - Best Peach in Arizona.
  • USA SlayerZ - The best Peach in the United States. 38th on 2014 SSBBRank.

Role in The Subspace Emissary

In the single-player Adventure Mode: The Subspace Emissary, Peach and Zelda have two different storylines, depending on which one is saved from Petey Piranha.

Peach and Zelda in the SSE

At the start, she and Zelda are watching a friendly match between Mario and Kirby. After the Halberd appears, she and Zelda rush from offstage after the stadium is attacked by the Primid. The player can choose out of the four to fight off the Primids. When the Ancient Minister appears and drops a Subspace bomb, Mario is blasted away by a cannonball when he tries to stop it. Zelda and Peach are captured by Petey Piranha. The player, as Kirby, must save either Peach or Zelda by destroying one of their cages.

Storyline 1

If Peach is saved, she joins Kirby as they both escape from the stadium on a Warp Star, while Zelda is captured by Wario via Dark Cannon. They are pursued by the Halberd, and land on top of it. Soon they fall off and reach the ground, fighting along through hordes of Subspace foes. Later on, Kirby leaves Peach behind, and Bowser appears from the sky and turns her into a trophy.

The Shadow Bugs that came along with Bowser make a clone of Peach that proceeds to ambush Mario and Pit with a Dark Cannon. However, Link destroys the Dark Cannon and he and Yoshi fight and defeat her. When the clone is defeated, Mario witnesses her trophy disintegrating into Shadow Bugs and, believing it was the real Peach, proceeds to attack both Link and Yoshi with Pit’s help. When they are defeated, Kirby makes a return after Dedede races by and snatches Mario and Pit's trophy. He slices the handle off of the crane and revives Mario and Pit. The heroes Mario, Pit, Yoshi, Link and Kirby chase after Dedede. In his castle lair, Dedede plants a button on Zelda, Luigi and Ness before Bowser attacks and takes Zelda.

Once in possession of Zelda, Bowser retreats back to the Halberd where Peach is already a prisoner in trophy form.

Storyline 2

If Zelda was saved, Wario appears whilst Peach is trapped under her wrecked cage. He blasts her with a Dark Cannon and turns her into a trophy, before fleeing the stadium with her. She is later captured by King Dedede when he ambushes Wario and steals his Cargo along with Ness. As he passes Mario and company, Mario spots her on the back of the Cargo, and Link shoots the Cargo, slowing it down so that they can pursue Dedede.

King Dedede puts his own Dedede brooch on her, but when Bowser attacks his castle, he finds her trophy and takes it. However, he is pursued by Mario and Pit, and when Pit fires an arrow at Bowser, the Dedede brooch falls off and is found by Kirby. Bowser escapes in the Koopa Clown Car and takes her trophy up to the waiting Halberd.

Re-merge

  • After this point, the storylines are the same, regardless of who was rescued.

At a later part of the story, Zelda and Peach are discovered by Lucario, Snake and Meta Knight in cages aboard the Battleship Halberd, stuck in their trophy form. Shadow Bug clones of the princesses then fight the trio. After being freed, Snake tells both Zelda and Peach to stay in the room that they were being held captive in.

However, Peach and Zelda (disguised as Sheik) strike out on their own to investigate the matter themselves. They make their way to the Halberd's top deck, just as Fox attacks the ship, again in his Arwing. Peach calmly walks in during the fire-fight with her parasol, but when some of the Arwing's blasters nearly hit her, Sheik forces Fox to eject by breaking through the cockpit. As the two begin to fight, Peach stops them by offering them tea, which they both accept.

Meta Knight, Snake, and Lucario discover that the Halberd is being piloted by Mr. Game & Watch clones, which Snake knocks out the window and onto the deck below. The clones revert into Shadow Bugs, which transform into a boss named Duon. Fortunately, Peach, Zelda, and Fox are joined by Snake and Lucario, along with Falco. When Duon is defeated, the real Mr. Game & Watch's trophy is left behind as the Shadow Bugs float away. Fox prepares to blast the trophy, but Peach casually walks over and revives him, scolding him when he awakes. Peach then gives him her parasol as a token of friendship, which fascinates Mr. Game & Watch. Meta Knight then regains control of his ship.

Reunited with the rest of the heroes, including Mario and Kirby, Peach and allies use the Halberd to travel to the Subspace portal left behind by the Isle of the Ancients. The Halberd is attacked and destroyed by the portal's cannon defense systems, but the heroes escape on a variety of smaller ships whilst Kirby destroys the defenses via the Dragoon. Traveling through Subspace, the heroes encounter Tabuu, ruler of Subspace and mastermind of the story's events. Peach and the others are reverted into trophies by Tabuu's power and scattered across the dimension, while Tabuu proceeds to create a massive dungeon out of their memories to protect himself. If her trophy is gathered in the Subspace by Kirby, she is able to assist in the fight against Tabuu.

Peach can use upward wind in the Subspace Emissary to great effect, and her double jump gives more vertical distance in the Subspace Emissary than in other modes.

Playable appearances

If Peach is rescued after Midair Stadium, after The Lake Shore was completed, she will be removed from the team until Battleship Halberd Exterior.

Using stickers

Peach's attacks are all scattered; in each category of tilts, smashes and aerials, each one has at least three types. Primarily, Weapon, Arm and Leg attacks are the most relevant, as this covers all attacks barring up tilt, down smash, back aerial, Peach Bomber and two throws. Out of these the Body/Spin attack stickers covers all but the up tilt, which is powered by Magic stickers. Her down smash, the tip of her forward tilt (her foot), and the Peach Parasol when open are powered by Slash stickers. Weapon stickers will cover all three variants of her forward smash, forward aerial, Vegetable and Peach Parasol.

In Event Matches

Solo Events

Co-op Events

Trophies

Peach's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Peach.

Peach
The Princess of the Mushroom Kingdom. Her long blonde hair is a perfect match for her pink dress. Regardless of the number of Toad retainers she has, she's often kidnapped by Bowser. Though she's usually the damsel in distress, she got a starring role in Super Princess Peach, where it was her turn to rescue Mario and Luigi.
NES: Super Mario Bros.
Nintendo DS: Super Princess Peach
Peach Blossom
Peach's Final Smash. Images of the princess border of the screen and a rain of peaches falls. While this is happening, all the other characters fall asleep. So, Peach's dilemma is this—does she eat the peaches to lower her damage, or does she smack around her dozing enemies? Take stock of the situation and choose the path that leads to victory.
Wii: Super Smash Bros. Brawl

Alternate costumes

Peach Palette (SSBB).png
Peach (SSBB) Peach (SSBB) Peach (SSBB) Peach (SSBB) Peach (SSBB) Peach (SSBB)

Trivia

  • Peach is one of few characters to speak in the Subspace Emissary, along with Captain Falcon, Ike, Snake, Lucas, and Ness. She is also the only female character to speak in the Subspace Emissary.
  • When Peach is selected in a Clear Brawl, her parasol will always be pink, even when she has an alternate costume on.
  • If a player selects Peach using a Wii Remote or Classic Controller, Peach's "Sweet" taunt from Melee will sound in the Wii remote speaker instead of the Brawl version, where she has a new voice actress, Samantha Kelly. She shares this trait with Kirby, Samus, Bowser, and Ganondorf.
  • Peach is one of only three characters in Brawl who cannot use their down special move in midair, the others being Donkey Kong and Pokémon Trainer.
  • Peach has four idle poses, more than any other character in Brawl.
  • According to an interview with Sakurai, Peach's entire character layout, which consists of attack configuration, animation schemes, and so forth, was one of the most time-consuming of all characters to configure from Melee to Brawl.
  • Peach, along with Zelda, is technically the first female boss character, as her false version is considered a boss.
  • Brawl marks the only installment in the series where Peach cannot use her default costume in Team Battles.
  • In game files and the Sound Test, a character's blast KO voice clip that would play frequently is usually grouped first, then another voice clip which normally play randomly at rare occasions. Interestingly, the reverse is true for Peach; her lower-pitched "Oooowww!" voice clip is grouped first but plays rarely, and the higher-pitched "Aaaaaaahhh!" voice clip is grouped afterward but plays more frequently. This would later be corrected in Super Smash Bros. 4.

External links