Template:SSB4 to SSBU changelist/Peach
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Aesthetics
- Due to the aesthetic used in Ultimate, Peach's model features a more subdued color scheme. Her dress retains its design from SSB4, but features a glossy satin texture. Her hair and gloves feature subtle detailing, similar to her design in Brawl.
- Peach has a new alternate costume—a golden dress. It replaces her Princess Daisy-inspired costume, most likely due to Daisy being a separate character as Peach's Echo Fighter.
- Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.
- Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.
- Double jump and air dodge animation has changed slightly. Additionally, Peach's stun animation is sped up.
- Peach's dress has independent physics, like in Melee. Her dress also no longer puffs up when floating.
- As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:
- Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.
- Down taunt has a heart pop up next to her head. She also no longer spins and winks immediately.
- Peach's victory poses have been changed:
- Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it while saying "Aw, did I win?". This replaces her right-inputted victory pose from Melee to SSB4 where she swings her arm out and puts it behind her.
- Her left-inputted victory pose from previous games has been moved to the right button and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blowing a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her right-inputted pose from Brawl and SSB4.
- Her up-inputted victory pose has her perform a more elegant twirl before striking the pose.
Attributes
- Like all characters, Peach's jumpsquat animation takes 3 frames to complete (down from 5).
- Peach walks slightly faster (0.86 → 0.924).
- Peach runs faster (1.4175 → 1.595).
- Her initial dash is significantly faster (1.5 → 1.826).
- Peach's traction is much higher (0.068 → 0.111).
- Peach's air speed is faster (0.95 → 1.029), which also increases her floating speed and distance.
- Peach's base air acceleration has been increased (0.01 → 0.04), but her additional air acceleration has been reduced (0.1 → 0.08). This increases her total air acceleration (0.11 → 0.12) but gives her less control over her air speed.
- Peach's falling speed (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.
- Peach's gravity has been increased (0.068 → 0.07).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less ending lag (FAF 28 → 27).
- Spot dodge grants less intangibility (frames 3-18 → 3-17).
- Air dodge grants more intangibility (frames 3-28 → 3-30).
- Air dodge has significantly more ending lag (FAF 34 → 62), being tied with her Echo Fighter for the third slowest air dodge in the game duration-wise, only behind Rosalina and Jigglypuff.
- The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.
Ground attacks
- Neutral attack:
- The first hit has altered angles (74°/78° → 361°/180°), allowing it to lock opponents.
- The first hit transitions slightly faster into the second hit (frame 8 → 7).
- The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.
- Both hits have a higher hitlag multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has a shorter hitbox duration (frames 2-3 → 2) and smaller hitboxes (2.4u/2.4u/3.0u → 2.0u/2.0u/2.4u).
- The second hit's inner hitbox is smaller (4u → 3u).
- The first hit no longer uses set knockback (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it jab cancel setups.
- All hitboxes are now static instead of being attached to Peach's arm.
- Up tilt:
- The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in Brawl), but no longer has higher priority.
- However, the base knockback values remain unchanged (65/40 (shoulders/heart) and do not follow the damage swaps. This unusually makes the lower damage hitbox deal slightly more knockback than the heart hitbox until very high percents.
- The shoulder and heart hitboxes have swapped priority (0/1 (shoulders/heart) → 1/0), damage (10%/8% (shoulders/heart) → 8%/10%), and launch angles (92°/94° (shoulders/heart) → 94°/92°). The heart hitbox now deals more damage than the shoulder hitbox (like in Brawl), but no longer has higher priority.
- Down tilt:
- Peach has a new down tilt: a sweep kick rather than an arm sweep.
- It has noticeably less startup (frame 13 → 8), but its total duration was not fully compensated (FAF 28 → 24), giving it marginally more ending lag.
- Because meteor smashes are no longer techable, down tilt can start combos much more effectively.
- The hitbox for grounded opponents does not stretch as far (Y2/Z2 2.0/15.0 → 2.8/10.2).
- The hitbox for aerial opponents has a smaller radius (4.5u → 3.8u), but now matches the one for grounded opponents, no longer being shorter and attached to Peach. Overall it has slightly more range.
- It no longer grants intangibility.
- The zero gravity glitch can no longer be performed.
- Dash attack:
- Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use weight-independent knockback. This allows it to connect better into the second hit.
- The first hit has gained a shieldstun multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.
- The first hit is positioned lower (Y offset 8 → 7) and is less disjointed (Z offset 6.5/11 → 5.5/10.5).
- The second hit's innermost hitbox is slightly larger (4u → 4.5u), and the outermost hitbox is marginally more disjointed (Z2: 11 → 11.2).
- The second hit has lower knockback scaling (140 → 130), hindering its KO potential.
- Hearts appear at the end of the move.
- Forward smash:
- Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. This greatly improves its reliability, letting Peach freely choose which weapon to use without having to execute the move repeatedly. This also allows Peach to change weapon while charging the move, overall making the move significantly harder to DI.
- The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).
- However, all the hitboxes launch at a higher angle (361° → 45°), hindering the move's KO potential, especially for the sourspots.
- The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.
- However, it deals less knockback (80/86 (base)/56/60 (scaling) → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).
- The frying pan has less base knockback (70 → 68).
- Down smash:
- Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
- This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31). Its interruptibility is changed, effectively giving it less ending lag.
- The looping hits keep opponents on the ground (15°/170° → 0°/180°), and have different set knockback values (30/20 → 20/25) and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.
- The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.
- Its animation has been reversed, with Peach spinning towards the screen rather than away from it.
- Down smash hits every four frames instead of five, and now has seven total hits (up from five), and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
Aerial attacks
- All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).
- The introduction of the 0.85× damage multiplier for short hopped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.
- Forward aerial:
- Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.
- It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.
- It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.
- Back aerial:
- Back aerial has hearts emerging from near Peach's rear.
- The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.
Throws and other attacks
- Peach's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.
- Grabs:
- All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
- Dash grab has more startup (frame 8 → 9).
- Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.
- When Peach grabs an opponent, Toad appears to attack alongside her when she uses her pummel and throws.
- Pummel:
- Peach has a new pummel, where Toad punches the opponent.
- It deals more hitlag (4 frames → 14), but has less startup (frame 4 → 1) and much less ending lag (FAF 19 → 7), shortening its duration.
- It deals less damage (2% → 1.3%).
- Forward throw:
- Peach has a new forward throw; Peach prepares to slap the opponent, then Toad headbutts the opponent away, much to Peach's surprise.
- It deals much more knockback to bystanders (12 base/0 scaling → 55/50) and launches them more horizontally (80° → 361°), allowing it to force them off the stage.
- Back throw:
- Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.
- Down throw:
- Peach has a new down throw, where Toad headbutts the opponent onto the ground.
- It has increased combo potential due to her faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Toad:
- Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).
- It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback adjusted on the last hit (15 base/300 scaling → 40/210), dealing more knockback overall.
- It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.
- Its intangibility has a shorter duration (frames 11-14 → 8-10).
- The last hit launches at a higher angle (361° → 45°).
- The spores are individual projectiles rather than hitboxes attached to Peach.
- As a result, Peach no longer takes any hitlag from the move, allowing it to transition faster and connect more reliably, despite each hit having a higher hitlag multiplier (0.4× → 1×).
- However, this greatly decreases its shieldstun.
- Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.
- Along with the new animation, the sound effect on the startup has been removed.
- Peach Bomber:
- Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).
- It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.
- Peach can control her drift much earlier after a missed aerial Peach Bomber.
- Peach has less recoil when landing the move (initial speed: -1.2 → -0.95).
- It has more ending lag if it connects (FAF 21 → 25).
- Peach Parasol:
- Peach Parasol has less landing lag if the parasol is open (41 frames → 26).
- The looping hits use weight-independent knockback, with the last one also having a different autolink angle (366° → 368°), and all of them having different set knockback values (180/160 (hit 1), 90 (hit 2-5) → 160/130 (hit 1), 160/80/70 (hits 2-4), 80/70 (hit 5)), allowing them to connect more reliably.
- Due to rage being changed to not affect set knockback, and the first hit's lower values, it can no longer one-hit KO opponents, removing Peach's early KO setups.
- The open parasol during Peach's descent deals less damage (3% → 2%) and significantly less knockback (90 base/100 scaling → 65/15), making a single hit much less safe.
- The open parasol no longer deals any hitlag, and has a faster rehit rate (30 → 18), which combined with the previous change allows Peach to more effectively hit opponents multiple times with it, much like in Melee.
- Vegetable:
- Vegetable has less ending lag (FAF 43 → 40).
- Peach's item throw has less ending lag on the ground in all directions (FAF 27 (forward)/back)/26 (up)/22 (down) → 25/24/20), now matching their aerial counterparts.
- All turnips have increased base damage values (2% (normal/carrot/line/dot/happy)/6% (wink)/12% (dot)/23% (stitch-face) → 5%/10%/16%/24%).
- Turnips have less base knockback but more knockback scaling (30 base/35 scaling → 25/45), improving weaker turnips' combo potential and stronger turnips' KO potential.
- Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.
- Turnips have smaller hitboxes (2.4u → 2.1u).
- Turnips now deal negative shield damage (0 → -2.5).
- Peach Blossom:
- Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 230/130/100 (clean), 200/130/100 (late)), putting opponents to sleep for longer as a result.