Peach (SSBM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Peach
Princess Peach
MarioSymbol.svg
Universe Mario
Appears in SSBM
SSBB
Availability Starter
Tier High (5)


An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: this page needs to be condensed
You can discuss this issue on the talk page or edit this page to improve it.
This article is about Peach's appearance in Super Smash Bros. Melee. For other uses, see Princess Peach.

Announced at E3 2001, Super Smash Bros. Melee was Peach (ピーチ, Pīchi)'s first appearance as a combatant in the Super Smash Bros.. Peach is a character with a very distinct playstyle; if one plans on using her well, one must thus prepare to practice often with her character-specific techniques, most notably the Float Cancel and her Vegetable (Turnip) attack. Both make her formidable and unique and both are also necessary for high-level play. Currently she is 5th in High Tier.

Peach is available at the start of the game as one of the game's 14 default characters.

Normal Moves

A-Attacks

  • A: Royal Slap 1-3%
  • A (Second): Double Royal Slap 1-2%
  • Dash A: Lady Push 3-12%
  • F-Tilt: Can-Can Kick 3-13%
  • U-Tilt: Crown Bash 6-12%
  • D-Tilt: Elegant Sweep 6-12%
  • Forward Smash: "Peach Swing" 12-23% (see below)
  • Up Smash: Pirouette 8-25% †
  • Down Smash: Double-Edged Gown 6-95%

Aerial Attacks

  • Aerial A: Princess Twirl 4-14%
  • Aerial Forward A: Crown Smack 8-15%
  • Aerial Back A: Flying Hip 5-14%
  • Aerial Up A: Floating High Kick 7-14%
  • Aerial Down A: Stiletto Kick 1-11%

Grab and Throws

  • Pummel: Heel Stomp 1-3%
  • Forward Throw: Royal Slap 1-10% †
  • Back Throw: Iron Hip 6-11%
  • Up Throw: Gut Punch 4-9%
  • Down Throw: Royal Pain 3-7% †

Forward Smash (Peach Swing)

  • Frying Pan 17-23%
  • Tennis Racket 12-16%
  • Golf Club 13-17%

Turnips (Vegetable)

  • Normal 6%
  • Circle Eyes 6%
  • Line Eyes 6%
  • Carrot Eyes 6%
  • Eyebrow Eyes 6%
  • Wink 10%
  • Dot Eyes 16%
  • Stitch Face ("Gaddish") 34%
  • Peach can also pull out a Bob-omb, Beam Sword or Mr. Saturn, although the odds of doing so are 1:300.

Special Moves

Template:Peach Special Moves

Pros & Cons

Pros

  • Remarkably long horizontal recovery if her float is intact
  • Quick, effective close-up game
  • Down smash has great priority, strength, shield wrecking, and damage building abilities
  • Little lag for aerials with float cancels
  • Amazing edgeguarder
  • Powerful forward throw
  • Can chain throw fast fallers
  • Turnips excellent for camping, lead ins, and edgeguarding
  • Capable of Double-Jump Canceling, allowing for very quick ground aerials.
  • Has 5 jumps. (Two mid-air, her float, her Peach Bomber, then her Peach Parasol.)
  • Can use Toad as a pop-up, similar to Marios cape
  • Has farthest jump after Jigglypuff.

Cons

  • Generally slow-moving
  • Dies vertically at relatively low percents
  • No reliable KO Move (move that kills at low percentages, eg. spikes, Falcon's Knee)
  • Wavedash is among the shortest in game

VS. Melee strategies

Recovery

Peach's recovery is very versatile due to the fact that she can manipulate her movement in many ways. When normally hit off-stage, she will still have a double jump, a triple jump (Up B and air dodge), and her float. You'll want to either go over your opponent (usually with a double jump and float) or sweet spot the ledge with her Up B, just be aware that you can be edgehogged before you attempt to sweet spot the ledge. The Peach Parasol has amazing range, and its disjointed hitbox can easily edgehog many opponents, unlike Marth who will usually not do damage with a sweetspotted Up B. If you do not use the Up B, you can air dodge; if so, you can use this aerial evasion to cancel your second jump. If you do use the Up B, you are still not out of options because you can open and close the parasol in order to avoid being hit.

Wall Bombing

Wall Bombing is more difficult than it may readily appear. You can't be too close to the stage to initiate the Wall Bomb and the Peach Bomber must be Smashed each time or you will simply be unable to reach the stage. To initiate the follow-up Wall Bomb, you must start it immediately after you recover from the previous Peach Bomber. Using this tactic is very risky in tournament play and should be only used as a last resort. Though it is possible to perform on any stage with a thick base, you will usually only see this technique employed on Final Destination.

Peach is one of the few characters that can do any sort of lengthy stalling; you can stall with her float, her Up B, her Neutral B, or by using her Side B (Peach Bomber) to hit the wall of the stage. With the Peach Bomber, you can actually move up a wall or stall indefinitely; this tactic (Wall Bombing to stall) is banned in tournament play.

Turnips

For uses of turnips in competitive play, see Turnips.

Advanced Techniques

  • Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Up-Throwing them between 23-30% and 80-90% and then re-grabbing them. (Note: The lower percents apply to Fox/Falco, while Chainthrowing Captain Falcon requires him to be closer to 30%) Beyond 80-something% for Fox and Captain Falcon and closer to 90% for Falco, the opponent can DI, wiggle, and/or Shine out of the chain.
  • Downthrow into ... - If an opponent DI's upward, expecting a Forward Throw, you can chain grab them with your Down-Throw, you can even chain more floaty characters with it. Peach can also has many more options out of her down throw, she can F-Tilt them, Dash Attack them (regardless of DI), Neutral Air them, or even Up Smash them. Characters with little stun can DI, wiggle, and Neutral Air out of this, though, but usually, you can just trade hits with them, with attack of your own. It is however, dangerous to Down Throw characters like Luigi, who have very strong, high priority Neutral Airs.
  • If you Dash Attack a fast-falling character at around 40-60%, you can follow his or her DI--if there is any--with a grab, which can be followed up into a chaingrab.
  • When an opponent is grabbed by another character, you can make his or her victim suffer the torturous damage of an entire Down Smash by spacing it so that every single hit of the Down Smash hits the victim but not the person grabbing him or her.
  • Peach's double-jump allows her to Double-Jump Cancel, sacrificing her second jump but immediately moving toward the ground by first jumping (or at least being airborne), starting an aerial and immediately jumping again. This subsequently allows her to:
  • Double-Jump Land - Because Peach's double-jump makes her dip downward slightly before moving upward, she can DJC and DJL. To DJL, hit jump and then, during the 4-or-5 start-up frames (depending upon whether it was a Short Hop or a full jump), hit jump again. Peach will do a little jerk as if jumping; the sound effect of her double-jump will play and she will immediately go into her landing animation. By doing this repeatedly, Peach will do a series of funny rapid jerks, thus allowing you to mindgame your opponent.
  • When people are recovering from a small distance away slightly below the edge, you can, while hanging onto the ledge, hit Back to drop and perform a falling Back Air. Once it is over, double-jump immediately into an Up B to grab the ledge again. Anyone hit by the Back Air will be unable to recover--unless, of course, the opponent is Samus, Jigglypuff, or Link/Young Link on a stage with a low surface into which they can Hookshot.

Vidjo-dropping and Vidjo-canceling

It had been known for years that Peach could drop a turnip while floating, maintain her float, throw a turnip as soon as a floated aerial ended, and stop floating but it was not until late 2005 that American Peach Vidjogamer discovered how this was done. For this, Australian Peach Quetzalcoatl named it the Vidjo-cancel and relayed the information to, among others, Swedish Peach Yuna, who coined the term "Vidjo-drop" and explored the use of both.

In order to understand the Vidjo-drop and the Vidjo-cancel, one must have an understanding of Interruptable As Soon As Frames. While floating, perform an aerial and then hit either Z during the IASA frames of said aerial to do a Vidjo-drop or A (direction options) for a Vidjo-cancel.

Vidjo-dropping will allow the user to do things such as Down-Airing into a Kamikaze Vidjo-drop bomb-drop or turnip-drop into another aerial; likewise, performing a Vidjo-cancel will allow the user to do things such as Neutral-Airing into a turnip throw or Down-Airing into a turnip throw. (The latter is especially useful if the vegetable in question is a grandfather/stitchface turnip). You can also Down Air while barely hitting the opponent, perform a Vidjo-drop bomb-drop and immediately airdodge to avoid the ensuing explosion (though this technique is easily countered by airdodging by people who often airdodge after a Down Air from Peach in the hopes that she mistimes the follow-up or that they can simply shield it if they are on the ground).

The Vidjo-drop and Vidjo-cancel do have their limitations, however. Because of the (nonexistent) amount of stun in Peach's attacks, a Down Air into a Vidjo-cancel or even a Vidjo-drop can be shielded as long as the person hit by the Down Air is not launched off the ground by it--which, unfortunately, requires high percentages. Vidjo-dropping will also allow characters with little stun (all of the floaty characters) to Neutral Air out of stun or just airdodge.

Costume Gallery

File:Alt-peach.jpg
Peach's alternate costumes in SSBM

External Links and Credits

IGN, for the Break the Targets pictures
Nintendorks' Page on Peach (and the picture at the top)
Sskeeto for Home Run Contest strategies

Nintendude1189 for 10 Man Melee Strategy