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Peach (SSB4)

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

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 55 characters on the tier list, placing her at the bottom of the B tier. This is a significant improvement from her previous 19th 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.


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[edit]

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.


  • Change 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.
  • Change Peach has received two new alternate costumes, one of which is based on her appearance as Fire Peach in Super Mario 3D World.
  • Change 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.
  • Change With the exception of her orange costume, all of her alternate costumes now have the same earring color as her default costume.
  • Change Like other characters, Peach is more expressive. For example, she now scowls during certain attacks.
  • Change Peach has a different running animation. This resembles her running animation from Super Mario 3D World.
  • Change Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.
  • Change The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in Melee and Brawl.
  • Bug fix 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.
  • Change Peach's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.


  • Buff Peach's double jump grants much more height, though still not as much as in Melee (its height is about between its respective heights in Melee and Brawl).
  • Buff Peach dashes faster (1.35 → 1.4175).
  • Buff Peach's air speed is higher (0.893 → 0.95).
  • Buff Her air dodge has more invincibility frames (frames 4-19 → 3-28) and less ending lag (FAF 50 → 34), which has ended its status as the worst air dodge among the cast.
  • Nerf Peach is slightly lighter (90 → 89) hindering her endurance while making her no less susceptible to combos due to her higher falling speed/gravity.
  • Change Peach falls slightly faster (1.05 → 1.15).
  • Change Peach's gravity is slightly higher (0.0632 → 0.068).
  • Buff Peach's walking speed when carrying heavy items is much faster.
  • Nerf Peach's dash attack when using a battering item now only consists of one hit instead of two.
  • Buff Back roll has less startup lag (frame 5 → 4) and both rolls have less ending lag (FAF 32 → 31).
  • Nerf Rolls have less invincibility frames (17 frames → 15).
  • Nerf Spot dodge has less invincibility frames (frames 2-20 → 3-18) and more ending lag (FAF 26 → 28).

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack's first hit deals less damage (3% → 2%) and both hits have more ending lag (FAF 20 → 28 (hit 1), FAF 23 → 30 (hit 2)).
  • Forward tilt:
    • Buff Forward tilt's late hit deals much more knockback (50 (base), 55 (scaling) → 40/120). The changes to hitstun canceling also improves forward tilt's overall combo potential.
    • Nerf Forward tilt's clean hit deals less damage (10%/11%/13% → 7%/8%), with its knockback compensated (35 (base), 85 (scaling) → (50/55)/102). This hinders its damage racking potential as well as its combo potential.
    • Nerf Forward tilt has more startup lag with a shorter duration (frames 6-16 → 7-15).
  • Up tilt:
    • Buff Up tilt has less startup lag (frame 10 → 9).
    • Nerf Up tilt's sweetspot has a much less favorable placement, covering a small part of Peach's body, as opposed to her blast in Brawl. Furthermore, the move is weaker in both damage (10%/13% → 8%/10%) and knockback (60 (base), 70 (scaling) → (40/65)/84). The blast also has a smaller hitbox (11u → 8u) and her arm is no longer intangible.
  • Down tilt:
    • Buff Peach's arm is now intangible when performing down tilt.
    • Nerf Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105). While this would improve its combo potential especially with the weakening of DI and the changes to hitstun canceling, this is negated by the fact that grounded meteor smashes can now be teched (although this doesn't effect the aerial version). It also has more startup lag (frame 12 → 13), can no longer meteor smash aerial opponents and it can no longer be used to pseudo crawl which also means that Peach has lost the advanced movement options she had out of down tilt.
    • Nerf It has less hitboxes and the one spiking grounded opponents is smaller, but extended (5.1/5.1/3.8/3.8u → 3.8u/4.5u).
  • Dash attack:
    • Buff Dash attack's second hit deals more damage (4% → 6%) and has increased knockback scaling (125 → 140), making it a reliable KO move. The 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.
    • Nerf Dash attack's first hit has less range (5u/4u/4u → 4u/3u) and launches opponents vertically (361° → 50°/70°) removing its ability to lock and trip. The move's high set knockback can also cause the second hit to whiff making it connect less reliably at lower percents especially if the near hit connects. The hitbox on her head on both hits has also been removed.
  • Forward smash:
    • Buff Forward smash cycles regularly between the tennis racket, golf club, and frying pan, instead of picking them at random, allowing players to choose what tool to use for the attack.
    • Nerf Forward smash has a shorter duration (frames 15-19 → 15-17) and more ending lag (FAF 40 → 46).
    • Change Peach now swings all three items in with one hand instead of both.
      • Buff The tennis racket's sourspot deals more damage (12% → 13%) and knockback (40/30 (base), 60 (scaling) → 80/56).
      • Nerf The tennis racket's sweetspot deals less knockback (40 (base), 100 (scaling) → 86/60).
      • Buff The frying pan deals more knockback (30 (base), 68 (scaling) → 70/65).
      • Nerf The golf club in her forward smash has altered knockback (50 (base), 70 (scaling) → 65/60), making it somewhat weaker.
  • Up smash:
    • Buff Up smash's sourspots deal more damage (8% → 12%) and knockback (30 (base), 100 (scaling) → 40/97). The 15% sweetspot is larger (5u → 5.8u) and deals slightly more knockback as well (40 (base), 100 (scaling) → 50/97), now being more powerful than the 17% sweetspot. The late hit also has higher base knockback (40 → 60).
    • Nerf Up smash's 17% sweetspot is smaller (4u → 2.5u) and deals less knockback (40 (base), 100 scaling) → 27/97) significantly hindering its KO potential and no longer being one of the strongest up smashes. It also now takes priority over the 15% sweetspot which is not ideal due to its reduced strength.
  • Down smash:
    • Buff Down smash has a greater amount of possible hits (4 → 5). The first few 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. The final hit deals drastically more knockback (38 (base), 80 (scaling) → 40/180) making it stronger despite dealing less damage. Each hit also has a longer duration (1 frame → 2).
    • Nerf Down smash deals less damage (5% → 2%/3% (hits 1-4), 3% (hit 5), 20% → 11%-15% (total)). It also has more ending lag (FAF 44 → 55) and the last hit is no longer a semi-spike (145° → 361°).

Aerial attacks[edit]

  • Nerf Except for neutral aerial, all of her aerials auto-cancel later (forward aerial: 20 frames → 41 frames, back aerial: 20 frames → 30 frames, up aerial 23 frames → 41 frames, down aerial: 32 frames → 38 frames). These changes make it more difficult to auto-cancel out of her float, weakening its use for shield pressure (particularly with her forward and back aerials).
  • Neutral aerial:
    • Nerf Neutral aerial has more startup lag and a shorter duration (frames 3-23 → 5-19). The late hit also deals less damage (9%/10% → 5%/6%) with no compensation on its knockback. Peach can also no longer connect both hits of neutral aerial significantly reducing its maximum damage output (22% → 13%).
      • Buff The late hit's lower power allows it to lock for longer.
  • Forward aerial:
    • Buff Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84) and has a longer duration (frame 16-19 → 16-20).
    • Nerf Forward aerial has slightly more ending lag (FAF 55 → 58). It is also a far worse spacing tool due to its worse auto-cancel window.
  • Back aerial:
    • Nerf Back aerial's clean and late hitbox durations are shorter (frames 6-8 → 6-7 (clean), frames 9-19 → 8-13 (late). Back aerial's clean hit also deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92). It is also no longer possible to connect both hits of back aerial and it no longer has a small hitbox in front of Peach.
    • Nerf Back aerial has increased landing lag (9 frames → 18).
  • Up aerial:
    • Buff Peach gained a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively. It has greater horizontal reach, a longer duration (frames 8-12 → 10-19) a disjointed hitbox, and better juggling abilities. The first hit allows Peach to follow up with an attack that comes out on frame 10 or below, if she cancels it into the ground quickly.
    • Nerf New up aerial deals less damage (11%/12%/13% → 4% (hit 1), 6% (hit 2), 10% (total)) and the base knockback on the second hit was not fully compensated (0 → 30). It also has more startup lag (frame 8 → 10), ending lag (FAF 35 → 46) and harder to land than before due to having less range below Peach. All these changes hinder its combo potential.
    • Nerf Up aerial has increased landing lag (9 frames → 12).
  • Down aerial:
    • Buff Down aerial is much harder to SDI out of, and its last hit deals slightly more knockback (40 (base), 120 (scaling) → 60/110) improving its KO potential. The changes to hitstun cancelling also improves its combo potential beyond low percents.
    • Nerf Down aerial's first three hits deal less damage (3% → 2%/1%) and its down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform. The last hit's higher base knockback also hinders its combo potential as it now puts opponents into tumble at 0% making follow ups more difficult.
    • Nerf Down aerial has increased landing lag (9 frames → 13).

Throws/other attacks[edit]

  • Nerf All of Peach's grabs have decreased ranges.
  • Nerf 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). Standing grab also has more ending lag (FAF 30 → 32).
  • Buff Pivot grab has less startup lag (frame 13 → 10) and ending lag (FAF 40 → 38).
  • Forward throw:
    • Buff Forward throw has slightly increased base knockback (45 → 48), improving its KO potential.
  • Back throw:
    • Buff Back throw has received a significant increase in knockback (70 (base), 40 (scaling) → 35/95), now being her strongest throw.
  • Up throw:
    • Buff Up throw has greatly increased knockback (70 (base), 56 (scaling) → 72/80).
  • Down throw:
    • Buff Down throw deals slightly more damage (7% → 8%) and has a better follow-up angle (108° → 106°), which makes it a better combo starter at higher percents with the changes to hitstun canceling.
    • Nerf Down throw can no longer chaingrab opponents hindering its damage racking potential at lower percents. Its higher damage also slightly hinders its followup potential at higher percents.
  • Edge attack:
    • Nerf 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), less range, a less favorable angle (361° → 45°) and it has more ending lag to match other edge attacks (FAF 55 → 56).
    • Buff Edge attack has increased intangibility (frames 1-8 → 1-15) and as with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).

Special moves[edit]

  • Toad:
    • Buff Toad's spores deal more knockback at close range and also turns Peach around when she is hit from behind. Toad also deals 3 more possible hits and 2% more damage if all the hits connect (18 → 20%) and the final hit deals much more knockback (40 (base), 180 (scaling) → 15/300). Toad's counter also has less startup lag with a longer duration (frames 11-31 → 10-34).
    • Buff Toad has less ending lag (FAF 65 → 61 (counter), FAF 66 → 61 (connect)).
    • Nerf Toad has less intangibility if it connects (frames 1-4 → 1-3).
  • Peach Bomber:
    • Buff 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 and Peach Bomber has gained the ability to consistently hit shields.
    • Nerf Peach Bomber has more landing lag (33 frames → 35) and much more ending lag in the air (27 frames → 50), making it less useful for recovery. It also deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°) although its knockback was compensated (50 (base), 40 (scaling) → 60/69).
  • Peach Parasol:
    • Buff Peach Parasol's jump is faster and covers more height. The introduction of rage also greatly benefits Peach Parasol as it can potentially kill opponents at 0%.
    • Buff Peach Parasol's final hit has a longer duration (frames 31-32 → 31-33).
    • Change Peach Parasol's open hit deals much more knockback (35 (base), 40 (scaling) → 90/100) improving its KO potential but removing its ability to chain into itself.
    • Nerf Peach Parasol's first hit has a shorter duration (frames 7-10 → 7-9).
    • Nerf Peach will automatically close her parasol after floating for 8 seconds and will be unable to open it again until she lands.
    • Nerf Peach Parasol's last hit deals less knockback (60 (base), 120 (scaling) → 90/70). While this improves its KO potential near the upper blast zone, it significantly hinders its overall KO potential.
    • Change Peach Parasol no longer has a slash effect, instead having a magic effect.
  • Vegetable:
    • Buff Vegetable has an increased chance of pulling out "Stitchface" turnips, Bob-ombs and Mr. Saturns (although the chances are still very low).
    • Nerf Vegetable has more ending lag (FAF 30 → 43) and can no longer spawn Beam Swords. Additionally, Peach can no longer perform the "instant turnip pull" glitch to further reduce the startup lag. She also lost her Turnip Free Pull and bone-waling techniques hindering her mobility while plucking Vegetable. Lastly, the removal of glide tossing significantly hinders Peach's approach potential with Vegetables or any other item.
    • Change 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 out a Mr. Saturn or Bob-omb.
  • Peach Blossom:
    • Buff Peach Blossom is now capable of putting aerial opponents to sleep significantly improving its reliability.
    • Buff 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.
    • Nerf Peach Blossom deals less total damage (40% → 30%), has much less range and puts opponents to sleep for less time.

Update history[edit]

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.

Super Smash Bros. for Nintendo 3DS 1.0.2

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

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Bug fix Fixed the "instant turnip pull" glitch, which allowed Peach to interrupt the pulling animation by sliding off an edge.
  • Bug fix Fixed "float-cancelling vegetable toss", which allowed Peach to interrupt a floated aerial's landing lag with an item throw.
  • Bug fix Fixed how aerials performed while floating would not affect the stale moves queue.

Super Smash Bros. 4 1.0.8

  • Buff 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

Super Smash Bros. 4 1.1.1

  • Buff Toad (64 → 62) and Sleepy/Grumpy Toad (66 → 61) have reduced ending lag and Toad has slightly decreased start-up (11 → 10).

Super Smash Bros. 4 1.1.5

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


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

  Name Damage Description
Neutral attack   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.
Forward tilt   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   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   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   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   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   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   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   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   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   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   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   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   Reaches out with her left arm. Peach's grab range is relatively short, though it has relatively short startup and ending lag.
Pummel   2% Kicks the opponent's shin. A fairly fast pummel.
Forward throw   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   2% (hit 1), 9% (throw) Places opponent behind her and bumps him/her away with her rear. It is her strongest throw, gaining KO potential starting at 130% on middleweights.
Up throw   2% (hit 1), 6% (throw) Puts opponent above her, and strikes him/her upward. Can set up combos at low percentages and KO lightweight/floaty characters at high percentages.
Down throw   1% (hit 1), 7% (throw) Puts opponent lying face-down on the ground and sits on him/her, knocking them upwards. Good for combos.
Floor attack (front)   7% Swirls around in a similar fashion to Mario's down smash.
Floor attack (back)   7% Swings her legs around.
Floor attack (trip)   5% Two kicks to either side.
Edge attack   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 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
Grin 2~13.4% 7.5% 15%
Stare 2~13.4% 7.5% 15%
Closed Eyes 2~13.4% 7.5% 15%
Surprised 2~13.4% 7.5% 15%
Happy 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

On-screen appearance[edit]

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


  • 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
PeachUpTauntSSB4.jpg PeachSideTauntSSB4.jpg PeachDownTauntSSB4.jpg

Idle poses[edit]

  • 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.
PeachIdlePose1WiiU.jpg PeachIdlePose2WiiU.jpg PeachIdlePose3WiiU.jpg PeachIdlePose4WiiU.jpg

Crowd cheer[edit]

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

Victory poses[edit]

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!"
PeachPose1WiiU.gif PeachPose2WiiU.gif PeachPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
PeachHeadSSB4-U.png Peach 2111 2211 2311 2112 2212
2312 1211 1311 2331 2332

Notable players[edit]



Tier placement and history[edit]

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 nerf 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 bountiful 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.


North America 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?
Europe 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!
NES: Super Mario Bros. 10/1985
Nintendo DS: Super Princess Peach 02/2006
Peach (Alt.)
North America 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, 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!
Europe 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 a 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!
NES: Super Mario Bros. 10/1985
Nintendo DS: Super Princess Peach 02/2006
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.

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Peach Palette (SSB4).png
PeachHeadSSB4-U.png PeachHeadYellowSSB4-U.png PeachHeadRedSSB4-U.png PeachHeadBlueSSB4-U.png PeachHeadGreenSSB4-U.png PeachHeadWhiteSSB4-U.png PeachHeadFireSSB4-U.png PeachHeadBlackSSB4-U.png



  • 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.
    • Also the alt trophy in Super Smash Bros. for Nintendo 3DS is very similar to her All-Star Mode trophy in Melee, but on the ground.
  • Peach's dress has multiple animation bugs during her landing lag animations.
  • This marks the final appearance of Peach as a starter character, as she becomes unlockable in Super Smash Bros. Ultimate.
  • Due to Princess Daisy becoming playable in the following game, this is the last Super Smash Bros. game where Peach wears a costume themed after her to date.
  • This is the first game where Peach's edge attack no longer has her attack with her rear. Instead, she attacks with her hand.