Peach (SSBU)
| Peach in Super Smash Bros. Ultimate | |
|---|---|
| Universe | Mario |
| Other playable appearances | in Melee in Brawl in SSB4 |
| Availability | Unlockable |
| Final Smash | Peach Blossom |
| Tier | S- (11) |
Peach (ピーチ, Peach) is a playable character in Super Smash Bros. Ultimate. Peach was revealed for the game along with the rest of the veterans on June 12th, 2018. However, unlike previous Smash Bros. games since Super Smash Bros. Melee (her first playable appearance in the Super Smash Bros. series), Peach is now an unlockable character rather than being available from the start. Peach is classified as Fighter #13, the first fighter number of the Melee veterans.
As in Super Smash Bros. 4 and Super Smash Bros. Brawl, Peach's then-voice actress Samantha Kelly's portrayal of Peach from Super Smash Bros. Brawl was repurposed for Ultimate.
Peach, alongside her Echo Fighter Daisy, is ranked 11th out of 82 on the current tier list, placing her right in the middle of the S- tier. This is a notable improvement from her 20th out of 54 placement in SSB4, and is her best placement in the series. Peach's ability to float turns what would be a modest moveset into a major threat in the hands of top-level players. The ability to maintain her vertical position through floating makes for an amazing movement option and recovery tool, while also assisting in some of the most damaging combos in the game. Her Vegetable is an outstanding and versatile item projectile that aids with combos, edgeguarding, and occasionally zoning. Her edgeguarding is also amazing thanks to the aforementioned float, allowing her to go far offstage with little risk, or hover near the ledge to line up and threaten foes with attacks with relative ease. By floating right above the ground, Peach can effectively turn her air attacks into ground attacks. This ground-level floating also bypasses Ultimate's short-hop multiplier and makes it easier to land right after using an aerial and optimize its shield safety and pressure. All in all, this gives Peach one of the best aerial games in Ultimate.
While floating alleviates a variety of would-be weaknesses, Peach still isn't flawless, suffering from a wholly undesirable combination of a fairly tall hurtbox, low weight, and very slow falling speed, with subpar dash speed to boot. Even with access to float-centric mixups, Peach has some difficulty escaping juggles owing to her air dodge being one of the worst in terms of endlag. Her heavy reliance on aerials in the neutral game and somewhat ineffective smash attacks mean that she can sometimes have difficulty with finishing off opponents, as her aerials become prone to staling. She also lacks many disjointed attacks, causing her difficulties in approaching long-ranged characters. Finally, Peach's float canceling techniques, while very effective, can be demanding to perform, giving her a high learning curve.
Overall, Peach is a fighter capable of incredible feats thanks to her float techniques, but has a high learning curve to take her to the highest level. Despite this, she has been considered one of the best characters in the game throughout the game’s lifespan, with Samsora showing strong results at supermajors in the early metagame. In the post pandemic era, players such as MuteAce have continued to obtain high placements for her.
How to unlock[edit]
Complete one of the following:
- Play VS. matches, with Peach being the 12th character to be unlocked.
- Clear Classic Mode with Fox or any character in his unlock tree, being the 3rd character unlocked after Zero Suit Samus.
- Have Peach join the player's party in World of Light.
With the exception of the third method, Peach must then be defeated on Princess Peach's Castle. In World of Light, she is fought on Mushroom Kingdom U.
Attributes[edit]
Peach is a somewhat light character who is quite slow in terms of walking speed and dashing speed, and has an extremely slow falling speed and very low gravity, while her air speed is only average. While this is an unfavorable combination of traits, it is compensated for by her unique floating ability and her very high air acceleration.
Peach's aerial game is one of her greatest strengths. Her floating ability grants her the power to hover at any height she chooses, giving her a distinct advantage in aerial combat. Floating 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. 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. Additionally, floating aids Peach's off-stage presence when combined with her slow falling speed, despite her low jumps and the high ending lag of her aerial attacks (except for down aerial); not only does it help her cover certain angles when edgeguarding, it can also be used to aid her horizontal recovery or potentially even allow her to go underneath stages to stall. Neutral aerial is her fastest aerial with the lowest landing lag, and deals an impressively high amount of damage despite its speed while also possessing a decently long duration; when combined with her ability to float close to the ground, neutral aerial's combination of fast startup, low base knockback and low landing lag makes it an incredibly good combo tool at lower percents that can even lead into itself with enough technical skill, especially after a down tilt, while its damage output and knockback scaling ensures that it still has decent KO potential at higher ones. Her forward aerial is her slowest aerial attack, but it is also her strongest one, and it can be used while floating to search for a finishing move with relative safety, especially given its disjointed hitbox and fairly low landing lag relative to its strength; however, it possesses a weaker sourspot on her arm. Her back aerial possesses a decent combination of fast startup with good range and power in addition to being her most reliable follow-up from a down throw, and although it suffers from notable ending lag compared to other back aerials, Peach's float and slow falling speed compensate for this. Up aerial hits twice and is impressively disjointed, while the first hit can potentially drag down opponents after a short hop height down aerial for grounded follow-ups; however, its horizontal range compared to Peach's other aerial attacks is somewhat lacking. Finally, her down aerial has the lowest ending lag of all her aerial attacks, and can be used as a potential combo starter at low to middle percents thanks to the final hit's vertical angle.
Comparatively, her grounded attacks are less effective in direct comparison, but are not without utility. Neutral attack comes out on frame 2, making it not only Peach's fastest attack, but also one of the fastest neutral attacks in the entire game; conversely, it is fairly weak compared to other two-hit jabs. Up tilt has a disjointed hitbox above her and can be used as an anti-air attack. Forward tilt is a potential follow-up from down throw, has decent horizontal and vertical range while being disjointed, and uniquely has a vertical launch angle. Down tilt is her fastest tilt attack, and while it is less disjointed than her other tilts, it possesses decent combo potential; with sufficient technical skill, it is possible to follow up the move with multiple neutral aerials performed from ground-level floats. Dash attack is relatively fast and decently disjointed, with the first hit reliably leading into the second, and it can also serve as a potential KO move at very high percents. She has a decent grab game, as her down throw can be followed up with a back aerial, forward tilt, or neutral aerial, forward and back throws can easily set up edgeguards, and back throw can even serve as a KO move at extremely high percents. Peach also has a potent if somewhat situational set of smash attacks, all of them possessing reasonably good range: her forward smash can be angled up or down, giving her access to three different weapons (golf club if unangled, frying pan if angled up, or tennis racket if angled down), each with their own useful properties; 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, while also granting intangibility to her head and arms.
Her special moves have their uses as well. Toad is a counterattack where if either Peach or Toad himself is attacked, the latter will retaliate with spores, hitting multiple times. Like most other counterattacks, the move can be used as an edgeguarding tool against certain recovery moves with damaging hitboxes, most notably Ike's Aether and Chrom's Soaring Slash. Unlike most other counterattacks, Toad does not scale relative to the strength of the attack countered. Toad's spores can be reflected or absorbed, with the former property rendering the move useless against many reflectors, such as Mario's Cape or Fox's Reflector. Peach Bomber is a move where Peach lunges forward and strikes with her rear; it can be used as a horizontal recovery option in addition to her aforementioned floating ability, its travel distance is increased if the move is smash-inputted, and in addition to being decently strong if successfully landed, it is also very difficult to punish out of shield because of how she rebounds after successfully hitting a target, though it suffers from high ending lag if whiffed. Peach Parasol is a serviceable vertical recovery move, and can be used as an out-of-shield option thanks to its fast startup and decent range. It is also fairly difficult to contest from above, thanks to its large disjoint above her and lingering hitbox if the parasol is kept open after ascending. Finally, 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.
While Peach has exceptional strengths, that does not mean she has no weaknesses. 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 when combined with her floatiness, this makes her susceptible to juggling and vertical combos. Peach's ability to approach suffers against swordfighters like Shulk and Cloud or zoners like R.O.B. and Samus, as she lacks the agility to get in close before they can hit her. Her recovery, while very good, is also a potential point of failure, as while she can travel a great deal of horizontal distance, she can also be 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. Additionally, her vegetables, being item projectiles, can be picked up by opponents and used against her, despite being fairly useful overall.
Overall, Peach is a technical character that, once mastered, is a major threat to any opponent. Her floating ability, very high air acceleration, and solid aerial attacks give Peach a fantastic air game that allows her to easily outmaneuver her opponents and initiate devastating set-ups, which is further supplemented with useful specials. However, Peach players have to be aware of her slow grounded movement, somewhat light weight, and extreme floatiness by maximizing her floating ability to constantly transition between the ground and the air, and carefully utilize her moveset to avoid being punished for even a simple mistake.
Changes from Super Smash Bros. 4[edit]
Peach has been heavily buffed overall in the transition to Ultimate. Although most of her kit remains largely identical to their SSB4 counterparts, it has seen noticeable improvements in addition to being further bolstered by gameplay mechanics.
Peach has received a new down tilt with faster startup, and it benefits from the removal of teching for grounded meteor smashes, making it a consistently powerful combo tool that is also safer to use. Forward smash now allows her to choose which weapon to use via angling, instead of having to use it repeatedly to cycle weapons, greatly increasing its reliability. Her special moveset has also seen buffs: Toad is faster as a counterattack and deals more damage; Peach Bomber is faster in the air and stronger; improving its recovery and KO potential; and Vegetables deal more knockback and are faster to both pluck and throw, improving her projectile game.
The changes to gameplay mechanics, however, have given Peach the most improvements. As with most characters, Peach's mobility is faster, and her aerials have less landing lag, noticeably aiding her approach and combo game. The new 0.85× damage multiplier for aerial attacks performed in a short hop affects Peach the least out of any returning veteran, as her float bypasses the multiplier, allowing her to attack low to the ground with her aerials; this considerably strengthens her shield pressure and combo potential, with both being one of the most oppressive and one of the rawest in the game in terms of damage and KO power, respectively.
Peach has received a few nerfs, though. Her forward aerial, previously one of her most effective KO moves, is weaker and has received a sourspot, making it more difficult to use effectively. Her dash attack and back throw both have reduced knockback as well. In terms of indirect changes, the changes to rage and air dodging both help and hinder Peach; the former improves her survivability and allows her to take general advantage of it more effectively, but notably removes Peach Parasol's infamous ability to one-hit KO opponents by landing only the first hit if she is at a high percentage, while the latter makes her combo game more oppressive as well as improving her edgeguarding game, but this also makes her own air dodges among the slowest in the game in terms of ending lag.
Overall, Peach performs much better in Ultimate, thanks to superior mobility and an improved combo game, and the changes to the game's mechanics have further strengthened her caveats. However, Peach still retains some of her weaknesses from the previous game, such as her overall poor mobility, and her somewhat light weight and extreme floatiness, rendering her vulnerable to vertical KOs and juggling, the latter of which gives her trouble landing safely. Game updates have also brought some nerfs to Peach, though they have mildly impacted her at best. Ultimately, Peach fares much better than she did in SSB4.
Aesthetics[edit]
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[edit]
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[edit]
- 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.
- 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).
- Up smash:
A heart has been added at the tip of the ribbon, where the sweetspot is located.
- 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 has not 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.
Aerial attacks[edit]
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's arm hitbox is smaller (3.8u → 3.4u). It is now a sourspot, dealing less damage (15% → 14%) and taking priority over the sweetspot.
All hits deal less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering the move's 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.
- Up aerial:
The second hit has lower SDI multipliers (1× → 0.5×).
Throws and other attacks[edit]
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[edit]
- 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.
Update history[edit]
Most likely as a result of her dominating performances in the competitive scene of Ultimate, Peach was nerfed overall by game updates. She received a few nerfs in update 3.0.0, her Toad can no longer be used to stall indefinitely in the air, now only stalling at its first use, and her Vegetables deal less shield damage, hindering the projectiles' shield pressure capabilities.
Update 3.1.0 arguably nerfed Peach harder than any other balance patch in the game's lifespan: Both back throw and forward aerial deal less knockback, further weakening what was considered to be her more effective KOing options, Peach Bomber has more endlag when connected, hindering its safety against shields, and Vegetable has more endlag, leaving Peach more vulnerable to enemy attacks when plucking turnips. Moreover, the removal of held item attacks makes her options when holding a turnip less versatile.
However, Peach has also received a few small buffs in various updates. Thanks to its changes in updates 2.0.0, 3.1.0, and 5.0.0, Peach Parasol connects more reliably against opponents and grabs the ledge much easier, patch 3.1.0 allows jab to connect more efficiently, and forward smash's golf club swing deals more knockback, improving its KO potential. Patch 4.0.0 made it so Toad's spores connect more reliably when countering an attack from behind, and 13.0.1 made so Peach Bomber now allows Peach to grab the edges of stages for its entire duration.
Overall, while Peach, along with Daisy, have been nerfed, the Princesses are still seen as some of the game's best characters, and remain highly prevalent and successful in the competitive scene to this day.
Dash attack has reduced knockback scaling (140 → 130).