Peach (ピーチ, Peach) is a playable character in Super Smash Bros. 4. She 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.
Peach is currently ranked at 21st place out of 58 characters on the tier list, ranking in the lower end of the B tier; the high tier. This is an improvement from her previous 19th of 38 in Brawl, where she is the last character of the 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 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 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 somewhat poor, 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. 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 Brawl
Peach has received a mix of buffs and nerfs in the transition from Brawl to SSB4, but her direct changes buff her overall as a character. While her moveset appears to be relatively unchanged, many of her attacks deal less damage at the cost of their knockback, and her frame data was also nerfed. Her Peach Bomber, despite its startup buff, has much less power and much more ending lag, removing one of her very few finishers from Brawl. Lastly, Vegetable now takes longer to pluck, worsening her projectile game.
However, Peach has also received some significant buffs. Peach's overall mobility has improved due to having a better double jump, a quicker dashing speed, and a 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. Furthermore, her dash attack, forward aerial and back throw received significant increases in knockback, filling out her lack of finishing moves, a prominent 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.
Unfortunately, Peach's biggest nerf has come from the general mechanic changes of SSB4. The removal of edgehogging makes it much more difficult for Peach to edgeguard. Phantom Footstooling benefits Peach little due to her above average recovery, while making it easier for her opponents to escape her combos due to her overall mobility being below average. Peach is also too slow to benefit from the untechable reeling animation. 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.
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 benefical 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 unnoticable buffs.
In spite of the bugfixes, Peach has benefitted 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.
Technical changelist 1.0.8
In competitive play
Tier placement and history
Since the game's release, expectations of Peach have been those of a mid-tier, and often a high-tiered character. Players noted her steep learning curve made her a situational choice for competitive play, though others also cited her improvements since Brawl and how her playstyle was very rewarding once she was mastered to her fullest. The changes to shield mechanics were also benefical 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 and current tier list. Regardless, it is unknown how her tier placement will fare in the long run, due to the scarcity of her results influencing her mixed perception within the community.
In Event Matches
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