This article is about Peach's appearance in Super Smash Bros. 4. For the character in other contexts, see Princess Peach.
Peach
in Super Smash Bros. 4
Peach SSB4.png
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in Brawl
in Ultimate
Availability Starter
Final Smash Peach Blossom
Tier B (20)
Peach (SSB4)

Peach (ピーチ, 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 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.[1][2]

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.

Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to 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.

Attributes

Peach is a tall, light character who is quite slow in terms of walking speed, dashing speed, air speed and falling speed. While this is an unfavorable combination of traits, it is compensated by her unique floating ability. Her float ability grants her the power to hover at any height she chooses, giving her a distinct advantage in combat. This, combined with a potent aerial moveset, makes her a force to be reckoned with.

Peach can play an effective keep-away game. Vegetable serves as her projectile, and as a throwable item, it is quite a versatile one; the move also has a 1/250 chance of spawning a powerful Bob-omb and a 1/166 chance of spawning a shield-shattering Mr. Saturn. Peach's floating ability also helps her to control space; floating low to the ground and using retreating aerials makes her difficult to punish, and this greatly helps her own approach as well, as with good spacing she can attack the opponent's shield with little fear of reprisal. Float can increase her mobility and movement options, allowing her to frustrate her opponents with quick and unpredictable mixups. Her tilt attacks are less safe, but given the right opportunity have decent combo potential. She has a decent grab game, as her down throw can be followed up with a variety of moves and her back throw is relatively strong. All of this gives her a solid set of options in the neutral game.

Peach does not have trouble KOing, either. Her forward aerial's high knockback makes it her best finishing move, and it can be used while floating to "fish" for a kill with relative safety. Back throw is also a good KO option. Floating allows for effective edgeguarding as well, potentially leading to early KOs. Peach also has a potent if somewhat situational set of smash attacks; her forward smash cycles through three weapons each with their own useful properties, her down smash is a multi-hit attack good for catching rolls and edge recovery options, and her up smash is a particularly powerful move when sweetspotted.

Peach does of course have drawbacks, mainly relating to her slow movement. Faster opponents may be able to overwhelm her before she can begin throwing vegetables or otherwise defend herself. If thrown into the air she can have difficulty landing, and this along with her low weight makes her susceptible to juggling and vertical KOs. Peach's ability to approach suffers against characters with long reach and disjoints, as she lacks the agility to get in close before they can hit her. Her recovery is also a potential point of failure, as while she can travel a great deal of horizontal distance, she is left vulnerable if forced to rely on Peach Parasol, and her vertical recovery is average at best (discounting the incredibly dangerous and situational Bob-omb), as well as predictable and slow, making it possible for her to be gimped. Due to this Peach has a very high learning curve.

In terms of custom moves, Peach has a few notable ones. Sleepy Toad knocks airborne opponents and puts grounded opponents to sleep, allowing for great followups. Light Veggie is great at keeping projectiles out in the open for a while, disrupting her opponents' neutral game. Parasol High Jump addresses her issues regarding vertical recovery, but loses its ability to deal damage as it rises and severely hinders Peach's horizontal recovery. Flying Peach Bomber also assists Peach's recovery by extending her impressive horizontal distance even more, as well as dealing more damage overall, at the cost of a smaller hitbox. All of her other customs are situational to inferior in comparison to her standard moves, notably Heavy Veggie, which travels vastly less distance than the default Veggie when thrown.

Changes from Super Smash Bros. Brawl

Peach has received a mix of buffs and nerfs in the transition from Brawl to SSB4, but she was buffed 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.

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 reeling 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 tossing 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.

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.

Aesthetics

  •   Due to the aesthetics being used in this game, Peach looks sleeker and more cartoony than she did in Melee and Brawl. Her facial features are softer, and her dress is more vibrant and less detailed. The lace and other parts of Peach's dress are also now fully-modeled in contrast to Melee and Brawl where they were simply textured on a flat mesh.
  •   Peach has received two new alternate costumes, one of which is based on her appearance as Fire Peach in Super Mario 3D World.
  •   Peach has a new victory pose: she now twirls with hearts surrounding her, poses, then says "This is fun!" This replaces her old victory animation where she holds her hands together.
  •   With the exception of her orange costume, all of her alternate costumes now have the same earring color as her default costume.
  •   Like other characters, Peach is more expressive. For example, she now scowls during certain attacks.
  •   Peach now holds her dress when running, akin to her running animation from Super Mario 3D World.
  •   Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.
  •   The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in Melee and Brawl.
  •   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.
  •   Peach's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

Attributes

  •   Peach dashes faster (1.35 → 1.4175).
  •   Peach's air speed is higher (0.893 → 0.95).
  •   Peach is slightly lighter (90 → 89) hindering her endurance while making her no less susceptible to combos due to her higher falling speed/gravity.
  •   Peach's falling speed is slightly higher (1.05 → 1.15), although it still remains the second lowest.
  •   Peach's fast fall is noticeably faster (1.47 → 1.84), although it still remains the second lowest.
  •   Peach's gravity is slightly higher (0.0632 → 0.068).
  •   Peach's double jump grants much more height (multiplier 0.7x → 1x), though it still grants much less height than its Melee counterpart.
  •   Peach's walking speed when carrying heavy items is much faster.
  •   Back roll has less startup lag (frame 5 → 4) and both rolls have less ending lag (FAF 32 → 31).
  •   Rolls have a shorter duration (frames 4-19/5-20 → 4-17).
  •   Air dodge has less startup lag with a longer duration (frames 4-19 → 3-28), and it has less ending lag (FAF 50 → 34), which has ended its status as the worst air dodge among the cast.
  •   Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has more ending lag (FAF 26 → 28).
  •   Peach's item toss is weaker (1 → 0.9633333).

Ground attacks

  • Neutral attack:
    •   Neutral attack's first hit deals less damage (3% → 2%).
    •   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.
    •   Both hits have more ending lag (FAF 20 (hit 1)/23 (hit 2) → 28/30).
    •   The back shoulder hitbox on both hits has been removed.
    •   The second hit's near hitboxes are larger (2.4u/3.5u → 3u/4u).
    •   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's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.
    •   The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).
    •   The changes to hitstun canceling/Directional Influence improves forward tilt's ability to set up juggles.
    •   The late hit now launches opponents towards Peach (90° → 92°).
    •   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)).
      •   The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.
    •   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.
    •   The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.
    •   The late hit's leg and body hitboxes have been removed.
    •   The late hit has a higher hitlag multiplier (1x → 1.2x).
  • Up tilt:
    •   Up tilt has less startup lag (frame 10 → 9).
      •   However, its total duration was unchanged, giving it slightly more ending lag.
    •   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.
    •   The body hitbox deals more knockback (60 (base), 70 (scaling) → 65/84) which along with the previous change, greatly improves its KO potential.
    •   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.
    •   The heart blast deals much less damage (13% → 8%) and its knockback was barely increased (60 (base), 70 (scaling) → 40/84), greatly hindering its KO potential despite its more favorable launch angle.
    •   The heart blast is smaller (11u → 8u).
    •   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).
    •   Up tilt no longer grants intangibility to Peach's head and arm.
  • Down tilt:
    •   Peach's arm is now intangible from frames 9-14 when performing down tilt.
    •   The hitbox against grounded opponents is now extended, giving it more horizontal range relative to Peach.
      •   However, this hitbox is also smaller (5.1u → 3.8u), giving it less vertical range.
    •   The hitbox against grounded opponent's is now static.
    •   Down tilt has more startup lag (frame 12 → 13).
      •   However, its total duration was unchanged, giving it slightly less ending lag.
    •   Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.
      •   However, when combined with the changes to hitstun canceling/DI, this improves the move's combo potential against aerial opponents.
        •   However against grounded opponents, this is negated by the fact that grounded meteor smashes can now be teched, hindering the move's effectiveness against grounded opponents overall.
    •   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.
    •   Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.
      •   This also means that the move can no longer meteor smash aerial opponents, significantly hindering its edgeguarding potential.
    •   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.
      •   This new animation is also longer, (34 frames → 41), increasing the amount of time Peach cannot walk after performing the move.
      •   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.
      •   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'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.
    •   The second hit deals more damage (4% → 6%) and has increased knockback scaling (125 → 140), greatly improving its KO potential.
    •   Dash attack now has a magic effect, and uses a magic sound effect, rather than a normal effect and punch sound effect respectively.
    •   The first hit's angles have been altered (361° → 50°/70°).
      •   This makes dash attack connect more reliably when used near an edge.
      •   However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.
      •   Additionally, this also means that the first hit can no longer occasionally lock and trip.
    •   The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).
    •   The head hitbox on both hits has been removed.
  • Forward smash:
    •   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.
    •   Forward smash has a shorter duration (frames 15-19 → 15-17) and it has more ending lag (FAF 41 → 46).
    •   The body hitbox has been removed on all variants.
    •   Peach now swings all three items in with one hand instead of both.
  • Golf Club:
    •   The golf club has more base knockback but less knockback scaling (50 (base), 70 (scaling) → 60/65), which makes it weaker overall.
    •   The large ground hitbox is smaller (9u → 7u).
    •   The handle hitbox has been moved closer to Peach (y offset: -0.4 → 0).
  • Tennis Racket:
    •   The tennis racket's sourspots deal more damage (12% → 13%) and knockback (40/30 (base), 60 (scaling) → 80/56).
    •   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.
    •   The large ground hitbox is smaller (8u → 7u).
  • Frying Pan:
    •   The frying pan deals much more knockback (30 (base), 68 (scaling) → 70/65).
  • Up smash:
    •   Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97).
    •   The 15% sweetspot deals slightly more knockback (40 (base), 100 (scaling) → 50/97).
    •   The 15% sweetspot is larger (5u → 5.8u).
    •   The late hit has increased base knockback (40 → 60).
    •   The attack now produces a stab effect, rather than a normal effect.
    •   Peach now produces a pink ribbon when she performs her up smash.
    •   The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.
    •   The 17% sweetspot is smaller (4u → 2.5u), giving it less range despite it now using an extended hitbox.
    •   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.
    •   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.
    •   The late hit's hitboxes have swapped priority, making the sweetspot harder to land.
  • Down smash:
    •   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.
      •   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).
      •   However, this new final hit also launches opponents at a higher angle (145° → 361°).
    •   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.
    •   Down smash has more ending lag (FAF 45 → 55).
    •   Down smash deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).
    •   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

  •   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.
  •   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 has less ending lag (FAF 50 → 49).
    •   The hand hitboxes are slightly larger (2.88u → 3u).
    •   Neutral aerial has more startup lag with a shorter duration (frames 3-6 (clean)/7-23(late) → 5-8/9-19).
    •   The body hitbox is much smaller (4.32u → 2.5u).
    •   The late hit deals less damage (10%/9% → 6%/5%), making it much weaker.
      •   However, this also improves the late hit's followup potential at higher percents.
    •   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 deals more knockback (60 (base), 68 (scaling) → 45/84).
    •   Forward aerial has a longer duration (frame 16-19 → 16-20), increasing its range below Peach.
    •   Forward aerial has more ending lag (FAF 55 → 58).
    •   Forward aerial auto-cancels 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.
      •   This also removes forward aerial's followup potential at very low percents.
    •   Forward aerial has a shorter initial auto-cancel window (frames 1-15 → 1-9).
  • Back aerial:
    •   Back aerial has less ending lag (FAF 55 → 54).
    •   Back aerial's hitbox has been positioned further out (z offset: -4 → -5), improving its range.
    •   As with most back aerials, back aerial now always launches opponents behind Peach.
    •   Back aerial has a shorter duration (frames 6-8 (clean)/9-19 (late) → 6-7/8-13).
    •   Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.
    •   Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.
    •   The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).
    •   The front hitbox has been removed, reducing back aerial's range in front of Peach.
    •   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:
    •   Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.
    •   Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.
    •   Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).
      •   These changes make this up aerial a superior juggling option in comparison to the previous up aerial.
    •   The second hit now always launches opponents vertically (80°/361° → 76°/70°).
      •   This allows it to set opponents (especially grounded) up for a juggle more consistently.
      •   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.
      •   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.
    •   Up aerial has more startup lag (frame 8 → 10) and ending lag (FAF 36 → 46).
    •   Up aerial has more landing lag (9 frames → 12).
    •   Up aerial auto-cancels much later (frame 23 → 41).
    •   Up aerial has a shorter initial auto-cancel window (frames 1-7 → 1-4).
    •   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).
    •   Up aerial has much less range below Peach, making it much harder to connect against grounded opponents.
    •   Due to it now being a multi hit, up aerial is less reliable overall.
      •   Altogether, these changes significantly hinder up aerial's damage racking potential, especially against grounded opponents.
  • Down aerial:
    •   Down aerial has less ending lag (FAF 40 → 39).
      •   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.
    •   The weakening of SDI makes down aerial more difficult to escape from.
    •   Down aerial has more landing lag (9 frames → 13).
    •   Down aerial auto-cancels later (frame 32 → 38), no longer doing so straight after the hitboxes are no longer active.
      •   Both of these changes hinder the followup potential and safety of Peach's landing down aerial.
    •   The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).
      •   However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.
    •   Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.
    •   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)).
      •   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.
      •   The move's smaller hitboxes also hinders its ability to hit opponents underneath platforms.
    •   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

  • Grabs:
    •   Peach's grabs have updated animations, with her standing and dash grabs now accurately matching her grabbing hand.
    •   Pivot grab has less startup lag (frame 13 → 10), and a shorter total duration (FAF 40 → 38).
      •   However, its total duration was not fully compensated, giving it slightly more ending lag.
    •   All of Peach's grabs extend further out (z offset: 8 (standing)/5.5 (dash)/-13 (pivot) → z stretch: 8.7/10.6/14.7). This gives dash and pivot grabs more range (especially the former).
    •   Standing grab has more ending lag (FAF 30 → 32).
    •   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).
      •   However, its total duration was unchanged, giving it less ending lag.
    •   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 has lost its head and foot hitboxes, reducing its range.
  • Forward throw:
    •   Forward throw has slightly increased base knockback (10 (hitbox)/45 (throw) → 12/48), slightly improving its KO potential.
    •   The hitbox has a longer duration (frame 14 → 14-15).
    •   Peach releases her opponent from forward throw slightly later (frame 15 → 16) and it has more ending lag (FAF 34 → 40).
    •   The hitbox is slightly smaller (5.2u → 5u).
  • Back throw:
    •   Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.
    •   Peach releases her opponent from back throw slightly later (frame 21 → 22).
    •   Peach no longer winks at her opponent while performing her back throw.
    •   The hitbox has more startup lag (frame 19 → 20).
  • Up throw:
    •   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's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).
    •   Down throw sends opponents at a slightly more favorable angle (108° → 106°).
    •   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.
    •   The removal of chaingrabbing has hindered down throw's racking potential at lower percents.
    •   The hitbox has a shorter duration (frames 33-42 → 33-35).
  • Floor attacks:
    •   Floor attacks have less startup lag (frame 17 → 14).
      •   The second hits also have less startup lag (frame 25 → 23 (front)/22 (back)).
    •   Floor attacks have less ending lag (FAF 50 → 46).
    •   Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    •   Floor attacks launch opponents at a higher angle (361° → 48°).
    •   Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).
    •   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:
    •   Back floor attack has a shorter duration (frames 17-19/25-27 → 14-15/22-23).
  • Edge attack:
    •   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).
      •   However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.
    •   Edge attack has a smaller hitbox (6.72u → 4.5u) which along with its new animation, gives it less range.
      •   However, this hitbox is also extended, giving the move more range behind Peach.
    •   Edge attack launches opponents at a less favorable angle (361° → 45°).
    •   Edge attack has increased intangibility (frames 1-8 → 1-15).
      •   However, Peach is vulnerable for one frame longer before the hitbox comes out (1 frame → 2).
      •   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:
    •   Trip attack deals more shield damage (1 → 8) per hit.
    •   Trip attack has less intangibility (frames 1-8 → 1-7).
    •   The front hit has more startup lag (frame 26 → 28).
    •   Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which covers less range, especially around Peach's body.

Special moves

  • Toad:
    •   Toad has less startup lag with a longer duration (frames 11-31 → 10-34).
    •   Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).
    •   If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.
    •   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.
    •   Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.
    •   The loop spores have a lower hitlag multiplier (1x → 0.4x), making them much harder to SDI.
    •   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.
    •   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.
    •   Toad's attack has less intangibility (frames 1-4 → 1-3).
    •   The final spore has a higher hitlag multiplier (1x → 2x).
  • Peach Bomber:
    •   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.
    •   Peach Bomber's distance can now be extended if Peach performs a smash input, much like in Melee.
    •   Peach Bomber can now consistently hit shields, as opposed to passing right through them in most scenarios.
    •   Peach Bomber deals more knockback (50 (base), 40 (scaling) → 60/69), improving its KO potential despite its lower damage/higher launch angle.
    •   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.
    •   Peach Bomber now always launches opponents in the direction Peach is facing.
    •   Peach Bomber has more landing lag (33 frames → 35).
    •   Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.
    •   Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.
  • Peach Parasol:
    •   All hits of Peach Parasol no longer have a normal effect and a slash sound effect, instead having a magic effect/sound effect.
    •   Peach Parasol gains slightly less height.
  • Hit 1:
    •   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%.
    •   The first hit's far hitbox now launches opponents towards Peach (90° → 98°).
    •   The first hit deals less damage (5% → 3%).
    •   The first hit has a shorter duration (frames 7-10 → 7-9).
    •   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:
    •   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)).
      •   This gives them more horizontal range.
      •   However, this also gives them less range below Peach, now creating a blind spot on most of Peach's body.
    •   The loop hits now have consistent set knockback (90/100/130 → 90) and angles (80°/365°/90° → 366°), allowing them to connect more reliably.
    •   The loop hits have a faster rehit rate (8 → 5), allowing them to connect more times (3 times → 4) and more consistently.
  • Final hit:
    •   The final hit has a longer duration (frames 31-32 → 31-33).
    •   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.
      •   However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.
    •   The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.
    •   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).
    •   The final hit has a much higher hitlag multiplier (1x → 3x).
  • Open Parasol:
    •   The open hit now uses an extended hitbox, giving it more horizontal range.
    •   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.
    •   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.
    •   The open hit has a smaller hitbox (3.3u → 2.4u).
    •   Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.
  • Vegetable:
    •   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.
    •   Vegetable has more ending lag (FAF 30 → 43).
    •   Vegetable can no longer be edge cancelled in order to instantly pull turnips.
    •   Peach can no longer perform her Turnip Free Pull and bone-walking techniques, hindering her mobility while plucking turnips.
    •   The removal of glide tossing significantly hinders Peach's approach potential with turnips or any other item.
    •   The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.
    •   Due to Peach's weaker item toss, the maximum damage increase turnips can have is lower (11.9% → 11.4%).
    •   Stitch face turnips deal much less damage (30% (base) → 23%), making them much weaker.
    •   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%).
      •   In addition to this, Peach can no longer pull up Beam Swords at all.
  • Peach Blossom:
    •   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.
    •   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.
    •   The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.
    •   Peach Blossom's near hit deals less damage (40% → 30%).
    •   Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.
    •   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

Game updates for Peach have been somewhat unusual, and it is debatable whether or not she has been buffed or nerfed. 1.0.4 fixed several beneficial bugs that provided with various ways of cancelling lag on her moves, while also made her aerials get stale when floating, whereas in 1.0.8 and 1.1.1 she only received very minor and nearly unnoticeable buffs.

In spite of the bugfixes, Peach has benefited noticeably from the changes to shieldstun mechanics: most of her aerial moves have became safer on shield due to their damage output and speed combined with her float ability, an example being her forward aerial working as a very useful spacing tool and her down to neutral aerial becoming very hard, if not impossible to interrupt for most characters, bar a few characters with good out of shield games. Her down smash, dot-shaped eye and stitchface turnips, Bob-ombs, Mr. Saturns and Peach Bomber also benefit from these changes, the latter two which also deal bonus shield damage. Altogether, these changes allow her to pressure opponents on shield more effectively, and to effectively wear down a shield more easily. Even so, her out of shield game itself has also been slightly nerfed to compensate, as it is harder for her to punish out of shield with an up smash or dash attack. Some of her laggier moves are also easier to punish out of shield compared to the rest of the cast.

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 1.0.2 and the bans caused by this were overturned.

  1.0.2

  •   Fixed glitch where players pulling Vegetables near the start of an online match would get banned for "cheating".

  1.0.4

  •   Peach can no longer ledge cancel Vegetable to instantly pull turnips and items.
  •   Fixed how aerials performed while floating would not affect the stale moves queue.
  •   Peach can no longer throw a turnip with down special to cancel landing lag (outside of special moves which already could not be canceled).
    •   This considerably hinders the safety of her aerials and air dodge, hinders the combo potential of her aerials and it prevents Peach from canceling hitstun if she lands while in non-tumble hitstun.
  •   Peach can no longer throw a turnip with down special to cancel tumble hitstun.
    •   This not only makes Peach considerably more susceptible to combos, since she can no longer throw a turnip to cancel the hitstun and act sooner but this also considerably hinders her endurance, since she can no longer throw a turnip and then utilise momentum canceling to survive longer.


  1.0.8

  •   Both hits of neutral attack have bigger hitboxes.

Technical changelist 1.0.8

Change Old value New value
Jab 1 hitbox 2.4 3
Jab 2 hitbox 2.4 4

  1.1.1

  •   Toad's counter has less startup lag with a longer duration (frames 11-31 → 10-34).
  •   Toad (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have less ending lag.
  •   Light Parasol can be opened for longer (98 frames → 105).

  1.1.5

  •   Portions of up aerial no longer hit grounded opponents, reducing the amount of characters that the infinite can be performed on.


Moveset

For a gallery of Peach's hitboxes, see here.

  Name Damage Description
Neutral attack Royal Slap (ロイヤルビンタ) / Royal Round-Trip Slap (ロイヤル往復びんた) 2% Slaps the enemy twice, with 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 Super Slap attack in Super Mario RPG: Legend of the Seven Stars.
3%
Forward tilt Can-Can Kick (カンカンキック) 7% (early, clean leg), 8% (clean foot), 6% (late) Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos.
Up tilt Royal Heart (ロイヤルハート) 10% (body), 8% (blast) Extends her arm upward, making a pink heart burst above her head. Can KO at high percentages if the sweetspot hits.
Down tilt Elegant Underfoot Scoop (エレガント足もとすくい) 7% 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.
Dash attack Lady Push (レディープッシュ) 4% (hit 1), 6% (hit 2) 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.
Forward smash Peach Smash (ピーチスマッシュ) 15% (club), 18% (pan), 13% (racket) 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.
Up smash Ribbon Dance (リボンダンス) 17% (clean arm), 15% (clean body), 12% (clean sides), 10% (late body), 12% (late hand) Raises her arm and twirls a pink ribbon. Powerful vertical knockback if sweetspotted (Peach's body, as opposed to her arm).
Down smash Dress Edge (ドレスエッジ) 2% (hits 1-4 center), 3% (hits 1-4 edges), 3% (hit 5) 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).
Neutral aerial Peach Spin (ピーチスピン) 13% (clean), 6% (late arms), 5% (late body) Spins around at an angle with arms extended, dealing damage to her left and right sides. One of the strongest neutral aerials when hitting clean, though it is considerably weaker if the late hit connects, and it has low range.
Forward aerial Crown Knuckle (クラウンナックル) 15% 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.
Back aerial Sky Hip (スカイヒップ) 12% (clean), 7% (late) Peach strikes behind her with her rear. Low startup lag, making it quicker than her forward aerial, but has notable ending lag.
Up aerial Rainbow Bridge (レインボーブリッジ) 4% (hit 1), 6% (hit 2) 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.
Down aerial Super Piston Kick (スーパーピストンキック) 2% (hits 1-3 leg), 1% (hits 1-3 body), 5% (hit 4) 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.
Grab Grab (つかみ) Reaches out with her left arm. Peach's grab range is relatively short, though it has relatively short startup and ending lag.
Pummel Heel Stamp (ヒールスタンプ) 2% Steps on the opponent with her left foot. A fast pummel.
Forward throw Royal Slap Launch (ロイヤルびんた飛ばし) 2% (hit 1), 8% (throw) 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.
Back throw Iron Hip (アイアンヒップ) 2% (hit 1), 9% (throw) Places opponent behind her and bumps them away with her rear. It is her strongest throw, gaining KO potential starting at 130% on middleweights.
Up throw Hand Toss (ハンドトス) 2% (hit 1), 6% (throw) Puts opponent above her, and strikes them upward. Can set up combos at low percentages and KO lightweight/floaty characters at high percentages.
Down throw Peach Drop (ピーチドロップ) 1% (hit 1), 7% (throw) Puts opponent lying face-down on the ground and sits on them, knocking them upwards. Good for combos.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swirls around in a similar fashion to Mario's down smash.
Floor attack (back)
Floor getups (back)
  7% Swings her legs around.
Floor attack (trip)
Floor getups (trip)
  5% Two kicks to either side.
Edge attack
Edge getups
  7% While getting up, swipes forward with a hand at ground-level.
Neutral special Default Toad 2% (per hit, up to 9 hits) Peach raises Toad in front of her, using him as an unwilling counter. In other words, he absorbs damage dealt to his princess before releasing it back in the form of painful spores.
Custom 1 Sleepy Toad 3% Toad is pulled out 2 frames later, and releases bubbles to inflict the 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.
Custom 2 Grumpy Toad 2.5% (per-hit near), 1.2% (per-hit clean far), 1.0% (per-hit late far) (4 total hits) Grumpy Toad, unlike regular and Sleepy Toad, doesn't act like a counter. Instead, he automatically releases the spores to deal minor damage to opponents.
Side special Default Peach Bomber 10% Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics.
Custom 1 Flower Bomber 4% Peach travels a much shorter distance than normal, and deals less damage. Opponents hit by it will be inflicted the flower status ailment, similar to Rest or using the Lip's Stick item. Has more ending lag than the regular Peach Bomber, but less startup lag.
Custom 2 Flying Peach Bomber 12% Peach launches forward and upward, travelling farther than the regular Peach Bomber. It is harder to land, but it deals more knockback and damage. It is a flame attack, akin to Melee. Severe end lag when used in mid-air.
Up special Default Peach Parasol 3% (first hit), 1% (middle, two hits), 4% (last hit), 3% (open) Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will. The first hit of Peach Parasol has very high base knockback and can KO at low percents against lighter characters depending on rage.
Custom 1 Parasol High Jump 0% 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.
Custom 2 Light Parasol 3% 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.[3]
Down special Default Vegetable Varies (see table below) Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs. She cannot use this in mid-air.
Custom 1 Light Veggie Varies (see table below) 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.
Custom 2 Heavy Veggie Varies (see table below) The vegetables takes longer to be plucked. When tossed, they fly faster but don't travel as far. It deals considerably more damage and knockback.
Final Smash Peach Blossom 30%/20%/10% (hit 1), 0% (hits 2-3) 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%.
Vegetable damage data
Face Vegetable Light Veggie Heavy Veggie
Smiley 2~13.4% 7.5% 15%
Bored 2~13.4% 7.5% 15%
Sleepy 2~13.4% 7.5% 15%
Shocked 2~13.4% 7.5% 15%
Laughing 2~13.4% 7.5% 15%
Wink 6~17.4% 10.5% 18%
Dot-Eyes 12~23.4% 15.5% 24%
Stitch-Face 23~34.4% 25.5% 37%
Mr. Saturn
Bob-omb

Stats

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 89 1.5 – Initial dash
1.4175 – Run
0.86 0.068 0.01 0.95 0.01 – Base
0.1 – Additional
0.068 1.15 – Base
1.84Fast-fall
5 30.025824 - Base
14.501237 - Short hop
30.025824

Announcer call

On-screen appearance

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

Taunts

  • Up taunt: Takes out and twirls her parasol. She says "Sweet!" as she does this.
  • Side taunt: Dances in a taunting manner as little music notes flutter around her, while singing "La la la la laaa laaa!" in a tune similar to "Ring Around the Rosie". Unlike Brawl, she does not grab her dress.
  • Down taunt: Spins around once. She then winks and points with her index finger in a somewhat bent posture and says "Uh-huh!" If Peach is facing left, she will wave instead of pointing her finger.
Up taunt Side taunt Down taunt
     

Idle poses

  • Looks over her shoulders and brushes something off her dress.
  • Raises arms up and stretches.
  • Adjusts her ring before raising her hand and looking at it.
  • Fiddles with her hair.
       

Crowd cheer

English Japanese
Cheer
Description Prin-cess Peach! Pea-chy!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl based on the sound clip that would play when Mario reaches the end of a level in Super Mario Bros.
  • Twirls around, and waves, saying "Awww, did I win?" condescendingly.
  • Swings her arm out and puts it behind her, saying "Peachy!"
  • Twirls with hearts surrounding her, poses, then says "This is fun!"
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Peach 2111 2211 2311 2112 2212
2312 1211 1311 2331 2332

Most historically significant players

See also: Category:Peach players (SSB4)

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 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 Kie, SlayerZ, Samsora and 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 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

 
3DS Classic Mode trophy
 
Wii U Classic Mode trophy
Peach
   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?
   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?
 : Super Mario Bros. (10/1985)
 : Super Princess Peach (02/2006)
  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!
 : Super Mario Bros. (05/1987)
 : Super Princess Peach (05/2006)
 
3DS All-Star Mode trophy
 
Wii U alternate trophy
Peach (Alt.)
   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!
   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!
 : Super Mario Bros. (10/1985)
 : Super Princess Peach (02/2006)
  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!
 : Super Mario Bros. (05/1987)
 : Super Princess Peach (05/2006)
 
Peach Blossom trophy
Peach Blossom
  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.
  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.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

 
               

Gallery

Trivia

  • 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".[4] 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 an update that fixed this issue.[5]
  • Peach is the only character in SSB4 to be unable to use her 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 Super Smash Bros. for Wii U resembles her Adventure Mode trophy in Melee, albeit flipped.
  • 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.

References