Peach (SSB4): Difference between revisions

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'''Peach''' ({{ja|ピーチ|Pīchi}}, ''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 ''{{s|supermariowiki|Super Mario Bros.}}'', the landmark NES game in which she debuted. She is among the first wave of compatible [[amiibo]] figures.
'''Peach''' ({{ja|ピーチ|Pīchi}}, ''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 ''{{s|supermariowiki|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]]''. <ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref>
Samantha Kelly reprises her role as Peach in ''Smash 4'', albeit via voice clips from ''[[Super Smash Bros. Brawl]]''.<ref name="jtails">http://www.youtube.com/watch?v=aoyXOsw5YzU</ref><ref name="zero">https://www.youtube.com/watch?v=SqDd9YbqgVk</ref>


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 moderate improvement from her prior rank of 19th out 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.  
Peach is ranked at 20th place out of 54 characters on the [[tier list]], placing her at the bottom of the B tier. This is a moderate improvement from her prior rank of 19th out 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.  
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 {{Sm|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.
Currently, her tier placement has been debated. Despite having mediocre representation, she has attained strong results and wins against top players, largely thanks to {{Sm|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.
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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.
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 [[reel]]ing 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 toss]]ing 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.  
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 [[reel]]ing 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 toss]]ing 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.  
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.  
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.


===Aesthetics===
===Aesthetics===
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*{{change|Many new animations accompany Peach's established attacks in the form of hearts, rainbows, and magic sparkles.}}
*{{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''.}}
*{{change|The underside of Peach's dress is now obscured by shadows, obscuring her undergarments that were previously visible in ''Melee'' and ''Brawl''.}}
*{{bugfix|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|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.}}
*{{change|Peach's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.}}
**{{buff|Forward tilt's clean foot hitbox deals more knockback (35 (base), 85 (scaling) → 55/102), improving its KO potential despite its lower damage.}}
**{{buff|The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).}}  
**{{buff|The late hit deals much more knockback (50 (base), 55 (scaling) → 40/120).}}
**{{buff|The changes to [[hitstun canceling]]/[[Directional Influence]] improves forward tilt's ability to set up juggles.}}
**{{buff|The changes to [[hitstun canceling]]/[[Directional Influence]] improves forward tilt's ability to set up juggles.}}
**{{change|The late hit now launches opponents towards Peach (90° → 92°).}}
**{{change|The late hit now launches opponents towards Peach (90° → 92°).}}
**{{change|The late hit has a higher hitlag multiplier (1x → 1.2x).}}
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-8 (clean)/9-16 (late) → 7 (clean leg)/8-9 (clean leg and foot)/10-15 (late)).}}
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-8 (clean)/9-16 (late) → 7 (clean leg)/8-9 (clean leg and foot)/10-15 (late)).}}
***{{nerf|The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.}}
***{{nerf|The increased startup lag on the foot hitbox in particular noticeably reduces the move's range below Peach.}}
**{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less favorable angles (90°/100°/80°). This hinders the body/leg hitboxes' KO potential despite their increased knockback (35 (base), 85 (scaling) → 50/102) and even the foot hitbox is weaker than the previous body hitbox.}}  
**{{nerf|The clean hit deals much less damage (13%/11%/10% → 7%/7%/8%), and it launches opponents at less favorable angles (90°/100°/80° → 88°/80°/75°). This hinders the body/leg hitboxes' KO potential despite their increased knockback (35 (base), 85 (scaling) → 50/102) and even the foot hitbox is weaker than the previous body hitbox.}}
**{{nerf|The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.}}
**{{nerf|The foot hitbox has been moved closer to Peach (x/y offset: 0/7 → 6/1), reducing its range.}}
**{{nerf|The late hit's leg and body hitboxes have been removed.}}
**{{nerf|The late hit's leg and body hitboxes have been removed.}}
**{{nerf|The late hit has a higher hitlag multiplier (1x → 1.2x).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup lag (frame 10 → 9).}}
**{{buff|Up tilt has less startup lag (frame 10 → 9).}}
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**{{buff|The body hitbox deals more knockback (60 (base), 70 (scaling) → 65/84) which along with the previous change, greatly improves its KO potential.}}
**{{buff|The body hitbox deals more knockback (60 (base), 70 (scaling) → 65/84) which along with the previous change, greatly improves its KO potential.}}
**{{buff|The body hitbox has been positioned lower (y offset: 17 → 13) and it now uses an extended hitbox, making it much easier to land, especially against grounded opponents.}}
**{{buff|The body hitbox has been positioned lower (y offset: 17 → 13) and it now uses an extended hitbox, making it much easier to land, especially against grounded opponents.}}
**{{nerf|The heart blast deals much less damage (13% → 8%) and its knockback was barely increased (60 (base), 70 (scaling) → 40/84), greatly hindering its KO potential despite its more favorable launch angle.}}  
**{{nerf|The heart blast deals much less damage (13% → 8%) and its knockback was barely increased (60 (base), 70 (scaling) → 40/84), greatly hindering its KO potential despite its more favorable launch angle.}}
**{{nerf|The heart blast is smaller (11u → 8u).}}
**{{nerf|The heart blast is smaller (11u → 8u).}}
**{{nerf|As the sweetspot is now positioned on Peach's body, the move is much harder to sweetspot with (especially against larger characters), due to the sweetspot being smaller and having lower priority (ID# 0 → 1).}}
**{{nerf|As the sweetspot is now positioned on Peach's body, the move is much harder to sweetspot with (especially against larger characters), due to the sweetspot being smaller and having lower priority (ID# 0 → 1).}}
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**{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.}}
**{{nerf|Down tilt deals less damage (10% → 7%) without full compensation on its knockback scaling (100 → 105), noticeably hindering its KO potential.}}
***{{buff|However, when combined with the changes to [[hitstun canceling]]/DI, this improves the move's combo potential against aerial opponents.}}
***{{buff|However, when combined with the changes to [[hitstun canceling]]/DI, this improves the move's combo potential against aerial opponents.}}
****{{nerf|However against grounded opponents, this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed, hindering the move's effectiveness against grounded opponents overall.}}  
****{{nerf|However against grounded opponents, this is negated by the fact that grounded [[meteor smash]]es can now be [[tech]]ed, hindering the move's effectiveness against grounded opponents overall.}}
**{{nerf|The aerial hitbox is smaller (5.1u → 4.5u), and it has been moved closer to Peach (x offset: 2 → 0), noticeably reducing its range.}}
**{{nerf|The aerial hitbox is smaller (5.1u → 4.5u), and it has been moved closer to Peach (x offset: 2 → 0), noticeably reducing its range.}}
**{{nerf|Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.}}
**{{nerf|Down tilt's arm and body hitboxes have been removed, reducing the move's range behind Peach.}}
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***{{nerf|However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.}}
***{{nerf|However, this also makes dash attack connect less reliably against aerial opponents, especially the near hitbox.}}
***{{nerf|Additionally, this also means that the first hit can no longer occasionally [[lock]] and [[trip]].}}
***{{nerf|Additionally, this also means that the first hit can no longer occasionally [[lock]] and [[trip]].}}
**{{nerf|The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).}}  
**{{nerf|The first hit has smaller hitboxes (5u/4u/4u → 4u/3u).}}
**{{nerf|The head hitbox on both hits has been removed.}}
**{{nerf|The head hitbox on both hits has been removed.}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{buff|The 15% sweetspot is larger (5u → 5.8u).}}
**{{buff|The 15% sweetspot is larger (5u → 5.8u).}}
**{{buff|The late hit has increased base knockback (40 → 60).}}
**{{buff|The late hit has increased base knockback (40 → 60).}}
**{{change|The attack now produces a [[Slash#Stab|stab]] effect, rather than a [[normal]] effect.}}
**{{change|Peach now produces a pink ribbon when she performs her up smash.}}
**{{change|Peach now produces a pink ribbon when she performs her up smash.}}
**{{change|The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.}}
**{{change|The sweetspots have swapped positions, with the 17% sweetspot now being positioned on Peach's hand.}}
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**{{nerf|The late hit's hitboxes have swapped priority, making the sweetspot harder to land.}}
**{{nerf|The late hit's hitboxes have swapped priority, making the sweetspot harder to land.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has a received a fifth hit, which deals much more knockback (38 (base), 80 (scaling) → 40/180) and launches opponents forwards (145° → 361°), significantly improving its KO potential.}}  
**{{buff|Down smash has a received a fifth hit, which deals much more knockback (38 (base), 80 (scaling) → 40/180) and launches opponents forwards (145° → 361°), significantly improving its KO potential.}}
***{{buff|This new final hit also increases down smash's duration (frames 6-7, 11-12, 16-17, 21-22 → 6-7, 11-12, 16-17, 21-22, 26-27).}}
***{{buff|This new final hit also increases down smash's duration (frames 6-7, 11-12, 16-17, 21-22 → 6-7, 11-12, 16-17, 21-22, 26-27).}}
***{{nerf|However, this new final hit also launches opponents at a higher angle (145° → 361°).}}
***{{nerf|However, this new final hit also launches opponents at a higher angle (145° → 361°).}}
**{{buff|The first four 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.}}  
**{{buff|The first four 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.}}
**{{nerf|Down smash has more ending lag (FAF 45 → 55).}}
**{{nerf|Down smash has more ending lag (FAF 45 → 55).}}
**{{nerf|Down smash deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).}}
**{{nerf|Down smash deals less damage (5% (hits 1-4)/20% (total) → 2%/3% (hits 1-4)/3% (hit 5)/11%-15% (total)).}}
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**{{nerf|The late hit deals less damage (10%/9% → 6%/5%), making it much weaker.}}
**{{nerf|The late hit deals less damage (10%/9% → 6%/5%), making it much weaker.}}
***{{buff|However, this also improves the late hit's followup potential at higher percents.}}
***{{buff|However, this also improves the late hit's followup potential at higher percents.}}
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of neutral aerial, significantly reducing its maximum damage output (23% → 13%).}}  
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of neutral aerial, significantly reducing its maximum damage output (23% → 13%).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84).}}
**{{buff|Forward aerial deals more knockback (60 (base), 68 (scaling) → 45/84).}}
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**{{nerf|Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.}}
**{{nerf|Back aerial has double the amount of landing lag (9 frames → 18), greatly hindering its safety and followup potential.}}
**{{nerf|Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.}}
**{{nerf|Back aerial auto-cancels later (frame 20 → 30), no longer doing so straight after the hitboxes are no longer active.}}
**{{nerf|The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).}}  
**{{nerf|The clean hit deals less damage (14%/13% → 12%), although its knockback scaling was compensated (80 → 92).}}
**{{nerf|The front hitbox has been removed, reducing back aerial's range in front of Peach.}}
**{{nerf|The front hitbox has been removed, reducing back aerial's range in front of Peach.}}
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of back aerial, significantly reducing its maximum damage output (21% → 12%).}}
**{{nerf|If Peach cancels her float after landing the clean hit, she can no longer connect both hits of back aerial, significantly reducing its maximum damage output (21% → 12%).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.}}  
**{{change|Peach has a new up aerial: an arm swipe that draws a rainbow, consisting of two hits dealing 4% and 6% respectively.}}
**{{buff|Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.}}  
**{{buff|Up aerial now uses a string of extended hitboxes which match the rainbow, giving it greater horizontal reach, and making it more disjointed.}}
**{{buff|Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).}}
**{{buff|Up aerial has a longer duration (frames 8-12 → 10-13 (hit 1)/15-19 (hit 2)).}}
***{{buff|These changes make this up aerial a superior juggling option in comparison to the previous up aerial.}}
***{{buff|These changes make this up aerial a superior juggling option in comparison to the previous up aerial.}}
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**{{nerf|The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).}}
**{{nerf|The first three hits deal less damage (3% → 2%/1%), reducing down aerial's total damage output (14% → 8%-11%).}}
***{{buff|However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.}}
***{{buff|However, their knockback was not compensated, making them connect more reliably against floatier characters at higher percents.}}
**{{nerf|Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.}}  
**{{nerf|Down aerial's down string has reduced (4 -> 2 on fastfaller and heavyweight) without using a midair jump or platform.}}
**{{nerf|Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable hitbox placements (y/z offsets: 0/2 (lower hitbox)/4/0 (upper hitbox) → (-1/1)/(4/-0.5)).}}
**{{nerf|Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable hitbox placements (y/z offsets: 0/2 (lower hitbox)/4/0 (upper hitbox) → (-1/1)/(4/-0.5)).}}
***{{nerf|When combined with the universally increased falling speeds, this makes down aerial connect even less reliably when used from high distances, especially against fast fallers.}}
***{{nerf|When combined with the universally increased falling speeds, this makes down aerial connect even less reliably when used from high distances, especially against fast fallers.}}
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**{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}}
**{{buff|Back throw deals much more knockback (70 (base), 40 (scaling) → 35/95), now being a viable KO throw.}}
**{{change|Peach releases her opponent from back throw slightly later (frame 21 → 22).}}
**{{change|Peach releases her opponent from back throw slightly later (frame 21 → 22).}}
**{{change|Peach no longer winks at her opponent while performing her back throw.}}
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}}
**{{nerf|The hitbox has more startup lag (frame 19 → 20).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}}
**{{buff|Up throw deals more knockback (70 (base), 56 (scaling) → 72/80), although it is still not a particularly powerful KO move.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}}  
**{{buff|Down throw's hitbox now deals damage (0% → 1%), making down throw deal more damage overall (7% → 8%).}}
**{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}}
**{{buff|Down throw sends opponents at a slightly more favorable angle (108° → 106°).}}
**{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}}
**{{buff|The changes to hitstun canceling/DI greatly improves down throw's followup potential at higher percents, as Peach now has reliable followups right up until fairly high percents.}}
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**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).}}  
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-27 (back) → 1-24/1-23).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Peach's body, which covers less range.}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Peach's body, which covers less range.}}
*Back floor attack:
*Back floor attack:
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**{{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).}}
**{{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).}}
***{{buff|However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.}}
***{{buff|However, its total duration was not fully compensated (FAF 55 → 56), giving it less ending lag.}}
**{{nerf|Edge attack has a smaller hitbox (6.72u → 4.5u) which along with its new animation, gives it less range.}}  
**{{nerf|Edge attack has a smaller hitbox (6.72u → 4.5u) which along with its new animation, gives it less range.}}
***{{buff|However, this hitbox is also extended, giving the move more range behind Peach.}}
***{{buff|However, this hitbox is also extended, giving the move more range behind Peach.}}
**{{nerf|Edge attack launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|Edge attack launches opponents at a less favorable angle (361° → 45°).}}
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**{{buff|Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).}}
**{{buff|Toad has less ending lag (FAF 65 → 63 (counter), FAF 66 → 61 (attack)).}}
**{{buff|If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.}}
**{{buff|If Peach is hit from behind while performing Toad, she will now turn around in order to hit the opponent.}}
**{{buff|Toad's spores deal less damage (3% → 2%) and (with the exception of the final spore) have decreased knockback (40 (base), 180 (scaling) → 20/150), in addition to having altered angles (45° → 30°/361°/366°). This allows them to connect more reliably.}}  
**{{buff|Toad's spores deal less damage (3% → 2%) and (with the exception of the final spore) have decreased knockback (40 (base), 180 (scaling) → 20/150), in addition to having altered angles (45° → 30°/361°/366°). This allows them to connect more reliably.}}
**{{buff|Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.}}
**{{buff|Toad produces 3 more spores, resulting in the move dealing the same amount of damage, despite its lower amount of spores.}}
**{{buff|The loop spores have a lower hitlag multiplier (1x → 0.4x), making them much harder to SDI.}}
**{{buff|The loop spores have a lower hitlag multiplier (1x → 0.4x), making them much harder to SDI.}}
**{{buff|The loop spores are larger (4.5u → 6u/7u/4u (early), 6u/9u/4u (mid), 6u/12u/4u (late)) and they overall have more range.}}
**{{buff|The loop spores are larger (4.5u → 6u/7u/4u (early), 6u/9u/4u (mid), 6u/12u/4u (late)) and they overall have more range.}}
**{{buff|The final spore deals more knockback (40 (base), 180 (scaling) → 15/300) and launches opponents at a more favorable angle (45° → 361°), improving its KO potential despite its lower damage.}}
**{{buff|The final spore deals more knockback (40 (base), 180 (scaling) → 15/300) and launches opponents at a more favorable angle (45° → 361°), improving its KO potential despite its lower damage.}}
**{{change|The final spore has a higher hitlag multiplier (1x → 2x).}}
**{{nerf|Toad's attack has less intangibility (frames 1-4 → 1-3).}}
**{{nerf|Toad's attack has less intangibility (frames 1-4 → 1-3).}}
**{{nerf|The final spore has a higher hitlag multiplier (1x → 2x).}}
*[[Peach Bomber]]:
*[[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.}}
**{{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.}}
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**{{change|Peach Bomber now always launches opponents in the direction Peach is facing.}}
**{{change|Peach Bomber now always launches opponents in the direction Peach is facing.}}
**{{nerf|Peach Bomber has more landing lag (33 frames → 35).}}
**{{nerf|Peach Bomber has more landing lag (33 frames → 35).}}
**{{nerf|Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.}}  
**{{nerf|Peach Bomber has much more ending lag in the air (27 frames → 50), making it less useful for recovery.}}
**{{nerf|Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.}}
**{{nerf|Peach Bomber deals less damage (15% → 10%) and is no longer a semi-spike (23° → 361°), hindering its edgeguarding potential.}}
*[[Peach Parasol]]:
*[[Peach Parasol]]:
**{{change|All hits of Peach Parasol no longer have a normal effect and a [[slash]] sound effect, instead having a [[magic]] effect/sound effect.}}
**{{change|All hits of Peach Parasol no longer have a normal effect and a [[slash]] sound effect, instead having a {{b|magic|effect}} effect/sound effect.}}
**{{nerf|Peach Parasol gains slightly less height.}}  
**{{nerf|Peach Parasol gains slightly less height.}}
*Hit 1:
*Hit 1:
**{{buff|The first hit has increased set knockback (150 → 180/160). When combined with the introduction of [[rage]], this can allow the move to potentially KO opponents at 0%.}}
**{{buff|The first hit has increased set knockback (150 → 180/160). When combined with the introduction of [[rage]], this can allow the move to potentially KO opponents at 0%.}}
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***{{nerf|However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.}}
***{{nerf|However, it also has decreased knockback scaling (120 → 70), hindering its overall KO potential.}}
**{{buff|The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.}}
**{{buff|The final hit's upper hitbox is larger (5u → 5.2u) and it is now extended, giving it more range.}}
**{{change|The final hit has a much higher hitlag multiplier (1x → 3x).}}
**{{nerf|The final hit's arm hitbox is much smaller (6u → 3u) and it is now extended, with the hitbox now only covering Peach's arm and the space around it (rather than covering the entire area around her arm, head and hair).}}
**{{nerf|The final hit's arm hitbox is much smaller (6u → 3u) and it is now extended, with the hitbox now only covering Peach's arm and the space around it (rather than covering the entire area around her arm, head and hair).}}
**{{nerf|The final hit has a much higher hitlag multiplier (1x → 3x).}}
*Open Parasol:
*Open Parasol:
**{{buff|The open hit now uses an extended hitbox, giving it more horizontal range.}}
**{{buff|The open hit now uses an extended hitbox, giving it more horizontal range.}}
Line 329: Line 331:
**{{nerf|Vegetable has more ending lag (FAF 30 → 43).}}
**{{nerf|Vegetable has more ending lag (FAF 30 → 43).}}
**{{nerf|Vegetable can no longer be edge cancelled in order to instantly pull turnips.}}
**{{nerf|Vegetable can no longer be edge cancelled in order to instantly pull turnips.}}
**{{nerf|Peach can no longer perform her [[Turnip Free Pull]] and bone-waling techniques, hindering her mobility while plucking turnips.}}  
**{{nerf|Peach can no longer perform her [[Turnip Free Pull]] and bone-walking techniques, hindering her mobility while plucking turnips.}}
**{{nerf|The removal of [[glide toss]]ing significantly hinders Peach's approach potential with turnips or any other item.}}
**{{nerf|The removal of [[glide toss]]ing significantly hinders Peach's approach potential with turnips or any other item.}}
**{{nerf|The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.}}
**{{nerf|The turnips have increased gravity (0.06 → 0.08), meaning that Peach cannot throw them as high.}}
Line 340: Line 342:
**{{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.}}
**{{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.}}
**{{buff|The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.}}
**{{buff|The late far sleeping hit has increased knockback scaling (50 → 60), putting opponents to sleep for longer.}}
**{{nerf|Peach Blossom's near hit deals less damage (40% → 30%).}}  
**{{nerf|Peach Blossom's near hit deals less damage (40% → 30%).}}
**{{nerf|Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.}}
**{{nerf|Peach Blossom has drastically smaller hitboxes (40u (near hitbox)/60u (near sleeping hit)/100 (mid)/200 (far) → 25u/50u/100u), practically halving its range.}}
**{{nerf|Peach Blossom's sleep hitboxes have decreased knockback scaling (180/130/90 → 120/90/60 (mid), 150/90 → 100/80 (late)), putting opponents to sleep for less time.}}
**{{nerf|Peach Blossom's sleep hitboxes have decreased knockback scaling (180/130/90 → 120/90/60 (mid), 150/90 → 100/80 (late)), putting opponents to sleep for less time.}}
Line 372: Line 374:


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Toad (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have reduced ending lag and Toad also has slightly decreased startup lag (frame 11 → 10).}}
*{{buff|Toad's counter has less startup lag with a longer duration (frames 11-31 → 10-34).}}
*{{buff|Toad (FAF 64 → 62) and Sleepy/Grumpy Toad (FAF 66 → 61) have less ending lag.}}
*{{buff|Light Parasol can be opened for longer (98 frames → 105).}}
*{{buff|Light Parasol can be opened for longer (98 frames → 105).}}


Line 401: Line 404:
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (club), {{ChargedSmashDmgSSB4|18}} (pan), {{ChargedSmashDmgSSB4|13}} (racket)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (club), {{ChargedSmashDmgSSB4|18}} (pan), {{ChargedSmashDmgSSB4|13}} (racket)
|fsmashdesc=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.
|fsmashdesc=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.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean arm), {{ChargedSmashDmgSSB4|15}} (clean body), {{ChargedSmashDmgSSB4|12}} (clean sides), {{ChargedSmashDmgSSB4|10}} (late body), {{ChargedSmashDmgSSB4|12}} (late hand)
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean arm), {{ChargedSmashDmgSSB4|15}} (clean body), {{ChargedSmashDmgSSB4|12}} (clean sides), {{ChargedSmashDmgSSB4|10}} (late body), {{ChargedSmashDmgSSB4|12}} (late hand)
Line 477: Line 480:
|usc1name=Parasol High Jump
|usc1name=Parasol High Jump
|usc1dmg=0%
|usc1dmg=0%
|usc1desc=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.  
|usc1desc=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.
|usc2name=Light Parasol
|usc2name=Light Parasol
|usc2dmg=3%
|usc2dmg=3%
|usc2desc=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. <ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref>
|usc2desc=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.<ref>http://www.youtube.com/watch?v=4RP0ZQydDwc&t=13m21s</ref>
|dsdefname=Vegetable
|dsdefname=Vegetable
|dsdefdmg=Varies (see table below)
|dsdefdmg=Varies (see table below)
Line 486: Line 489:
|dsc1name=Light Veggie
|dsc1name=Light Veggie
|dsc1dmg=Varies (see table below)
|dsc1dmg=Varies (see table below)
|dsc1desc=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.
|dsc1desc=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.
|dsc2name=Heavy Veggie
|dsc2name=Heavy Veggie
|dsc2dmg=Varies (see table below)
|dsc2dmg=Varies (see table below)
Line 492: Line 495:
|fsname=Peach Blossom
|fsname=Peach Blossom
|fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3)
|fsdmg=30%/20%/10% (hit 1), 0% (hits 2-3)
|fsdesc=Peach performs a mystic dance, causing all of her enemies to fall [[Asleep|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%.
|fsdesc=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%.
}}
}}


{|class=wikitable
{|class=wikitable
|+Vegetable Damage Data
|+Vegetable damage data
! Face
! Face
! Vegetable
! Vegetable
Line 502: Line 505:
! Heavy Veggie
! Heavy Veggie
|-
|-
| Grin || 2~13.4% || 7.5% || 15%
| Smiley || 2~13.4% || 7.5% || 15%
|-
|-
| Stare || 2~13.4% || 7.5% || 15%
| Bored || 2~13.4% || 7.5% || 15%
|-
|-
| Closed Eyes || 2~13.4% || 7.5% || 15%
| Sleepy || 2~13.4% || 7.5% || 15%
|-
|-
| Surprised || 2~13.4% || 7.5% || 15%
| Shocked || 2~13.4% || 7.5% || 15%
|-
|-
| Happy || 2~13.4% || 7.5% || 15%
| Laughing || 2~13.4% || 7.5% || 15%
|-
|-
| Wink || 6~17.4% || 10.5% || 18%
| Wink || 6~17.4% || 10.5% || 18%
Line 522: Line 525:
| [[Bob-omb]] || — || — || —
| [[Bob-omb]] || — || — || —
|}
|}
===Stats===
{{Attributes
|cast = 58
|weight = 89
|rweight = 43
|dash = 1.5
|rdash = 25-41
|run = 1.4175
|rrun = 49
|walk = 0.86
|rwalk = 52
|trac = 0.068
|rtrac = 6-9
|airfric = 0.01
|rairfric = 24-32
|air = 0.95
|rair = 42
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.1
|raddaccel = 1-4
|gravity = 0.068
|rgravity = 54-55
|fall = 1.15
|rfall = 57
|ff = 1.84
|rff = 57
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 30.025824
|rjumpheight = 47
|shorthop = 14.501237
|rshorthop = 47
|djump = 30.025824
|rdjump = 43
}}
===[[Announcer]] call===
<gallery>
Peach English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Peach French Announcer SSBU.wav|French
Peach French EU Announcer SSBU.wav|French (PAL)
Peach German Announcer SSBU.wav|German
Peach Italian Announcer SSBU.wav|Italian
Peach Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=Peach}}
|char=Peach}}


==In competitive play==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''See also: [[:Category:Peach players (SSB4)]]''
 
''See also: [[:Category:Peach professionals (SSB4)]]''


*{{Sm|Kie|Japan}} - One of the best Peach players in Japan. Placed 5th at {{Trn|Umebura 23}}, 7th at {{Trn|Sumabato 22}}, 13th at both {{Trn|Sumabato 17}} and {{Trn|Sumabato 23}}, and 17th at {{Trn|The Big House 7}} with wins over players such as {{Sm|NAKAT}}, {{Sm|Rich Brown}}, and {{Sm|ikep}}. Ranked 56th on the [[JAPAN Power Rankings]].
*{{Sm|Kie|Japan}} - One of the best Peach players in Japan. Placed 5th at {{Trn|Umebura 23}}, 7th at {{Trn|Sumabato 22}}, 13th at both {{Trn|Sumabato 17}} and {{Trn|Sumabato 23}}, and 17th at {{Trn|The Big House 7}} with wins over players such as {{Sm|NAKAT}}, {{Sm|Rich Brown}}, and {{Sm|ikep}}. Ranked 56th on the [[JAPAN Power Rankings]].
*{{Sm|LingLing|USA}} - One of the best Peach players in the United States. Placed 5th at {{Trn|The Legend of Glentendo}}, 13th at both {{Trn|Shine 2016}} and {{Trn|Collision XIV}}, 17th at {{Trn|Shots Fired 2}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|ANTi}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Mr E}}. Currently ranked 8th on the [[New England Power Rankings]].
*{{Sm|LingLing|USA}} - One of the best Peach players in the United States. Placed 5th at {{Trn|The Legend of Glentendo}}, 13th at both {{Trn|Shine 2016}} and {{Trn|Collision XIV}}, 17th at {{Trn|Shots Fired 2}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|ANTi}}, {{Sm|Light|p=Connecticut}}, and {{Sm|Mr. E}}. Ranked 8th on the last [[New England Power Rankings]].
*{{Sm|Meru|Netherlands}} - The best Peach player in Europe. Placed 5th at {{Trn|Tech Republic III}}, 7th at {{Trn|NHSmash 3}}, and 9th at {{Trn|B.E.A.S.T 7}}, {{Trn|PPT Berlin}}, and {{Trn|Albion 3}} with wins over players such as {{Sm|cyve}}, {{Sm|Nicko}}, and {{Sm|J.Miller}}.
*{{Sm|Meru|Netherlands}} - The best Peach player in Europe. Placed 5th at {{Trn|Tech Republic III}}, 7th at {{Trn|NHSmash 3}}, and 9th at {{Trn|B.E.A.S.T 7}}, {{Trn|PPT Berlin}}, and {{Trn|Albion 3}} with wins over players such as {{Sm|cyve}}, {{Sm|Nicko}}, and {{Sm|J.Miller}}.
*{{Sm|MuteAce|USA}} - One of the best Peach players in the United States. Placed 17th at both {{Trn|MomoCon 2018}} and {{Trn|Super Smash Con 2018}}, 25th at both {{Trn|Frostbite 2018}} and {{Trn|DreamHack Atlanta 2018}}, and 33rd at {{Trn|CEO 2017}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Larry Lurr}}, and {{Sm|Abadango}}. Currently ranked 1st on the [[South Florida Power Rankings]].
*{{Sm|MuteAce|USA}} - One of the best Peach players in North America, best known for defeating {{Sm|MkLeo}} at {{Trn|EVO 2017}}. He later found more success playing Peach alongside {{SSB4|Bayonetta}}, including placing 17th at {{Trn|MomoCon 2018}} with primarily Peach and defeating {{Sm|Larry Lurr}} with both characters to place 17th at {{Trn|Super Smash Con 2018}}
*{{Sm|Samsora|USA}} (#22) - The best Peach player in the world. Placed 2nd at {{Trn|Super Smash Con 2018}}, 5th at both {{Trn|CEO Dreamland}} and {{Trn|DreamHack Atlanta 2018}}, 7th at {{Trn|GameTyrant Expo 2017}}, and 9th at {{Trn|2GGC: Nairo Saga}}.  
*{{Sm|Samsora|USA}} - The best Peach player of all-time and Peach's primary representative for most of competitive ''Smash 4'', ultimately ranking 22nd on the [[PGR 100]]. His best results took place in 2018, which saw him place 2nd at {{Trn|Super Smash Con 2018}}, the closest a Peach player came to winning a major, and top 8 several other majors including 5th at {{Trn|DreamHack Atlanta 2018}} and 7th at {{Trn|MomoCon 2018}}.
*{{Sm|Twi|USA}} - Placed 5th at {{Trn|Aftershock 2016}}, 13th at {{Trn|Low Tier City 5}} and {{Trn|Clutch City Clash 2}}, and 25th at {{Trn|2GGC: Nairo Saga}} with wins over players such as {{Sm|CaptainZack}} and {{Sm|Rich Brown}}. Formerly ranked 2nd on the [[Texas Power Rankings]].
*{{Sm|Umeki|Japan}} - The best Peach player in Japan, ranking 94th on the [[PGR 100]], and is known for his usage of Peach's up air infinite, since dubbed the "Umeki Rainbow". In tournaments, his best results were placing 2nd at {{Trn|Umeki Project}} defeating {{Sm|Kirihara}}, {{Sm|Tsu}}, and {{Sm|Eim}} and 5th at {{Trn|SGC 2017}} defeating Kirihara, {{Sm|Earth}}, and {{Sm|T}}; he had also placed highly at several {{Trn|Umebura|series}} events, including 5th at both {{Trn|Umebura 24}} and {{Trn|Umebura 25}} and 7th at {{Trn|Umebura T.A.T.}}
*{{Sm|Umeki|Japan}} (#94) - The best Peach player in Japan. Placed 2nd at {{Trn|Umeki Project}}, 4th at both {{Trn|Battle Arena Melbourne 8}} and {{Trn|Umebura 24}}, 7th at {{Trn|Umebura 31}}, and 9th at {{Trn|Umebura Smash 4 Final}} with wins over players such as {{Sm|KEN}}, {{Sm|6WX}}, and {{Sm|Nietono}}. Ranked 24th on the [[JAPAN Power Rankings]].
*{{Sm|SlayerZ|USA}} - One of the earliest-known Peach players, as well as the best Peach player from 2015 to mid-2016, ranking 29th on the [[PGR v1]]. He is best known for placing 7th at {{Trn|Paragon Los Angeles 2015}} defeating {{Sm|VoiD}} and {{Sm|ESAM}}, as well as 5th at {{Trn|2GGT: Fresh Saga}} defeating {{Sm|Elegant}} and {{Sm|Rich Brown}}. He stopped competing in 2017.
*{{Sm|SlayerZ|USA}} - The best Peach player during the first 2 years of ''Smash 4''. Placed 5th at {{Trn|2GGT: Fresh Saga}}, 7th at both {{Trn|Final Battle}} and {{Trn|Paragon Los Angeles 2015}}, 13th at {{Trn|2GGT: Mexico Saga}}, and 17th at {{Trn|GENESIS 3}} with wins over players such as {{Sm|VoiD}}, {{Sm|ESAM}}, and {{Sm|Elegant}}. Formerly ranked 29th on the [[Panda Global Rankings]]


===Tier placement and history===
===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 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 {{Sm|Kie}}, {{Sm|SlayerZ}}, {{Sm|Samsora}} and {{Sm|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]].
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 nerfs 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 {{Sm|Kie}}, {{Sm|SlayerZ}}, {{Sm|Samsora}} and {{Sm|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.
Peach's results, however, while consistent, have never been as numerous 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.


==Trophies==
==[[Trophies]]==
:'''Peach'''
{{Trophy/Fighter
::{{flag|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?''
|name=Peach
::{{flag|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!''
|image-3ds=PeachTrophy3DS.png
|image-wiiu=PeachTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=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?
|desc-wiiu-ntsc=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? An umbrella? TOAD?! Where does she keep it all?
|desc-pal=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!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=DS|game2={{iw|mariowiki|Super Princess Peach}}|release2=02/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=DS|game2=Super Princess Peach|release2=05/2006}}
}}
{{clrl}}


{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}}
{{Trophy/Fighter
|name=Peach (Alt.)
|image-3ds=PeachAltTrophy3DS.png
|image-wiiu=PeachAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=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 fruits...er, 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!
|desc-wiiu-ntsc=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 fruits...er, vegetables of said labor can be thrown. An angry-looking vegetable will do extra damage too! She can also pull up Bob-ombs or even a Mr. Saturn!
|desc-pal=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 at 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!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=10/1985|console2=DS|game2=Super Princess Peach|release2=02/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=Super Mario Bros.|release1=05/1987|console2=DS|game2=Super Princess Peach|release2=05/2006}}
}}
{{clrl}}


:'''Peach (Alt.)'''
{{Trophy/Fighter
::{{flag|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 fruits...er, 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!''
|name=Peach Blossom
 
|image=PeachBlossomTrophyWiiU.png
::{{flag|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!''
|desc-ntsc=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.
 
|desc-pal=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 were 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.
{{Trophy games|console1=NES|game1=Super Mario Bros. 10/1985|console2=DS|game2=[[supermariowiki:Super Princess Peach|Super Princess Peach]] 02/2006}}
|game=ssb4-wiiu
 
}}
:'''Peach Blossom'''
{{clrl}}
::''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.''
 
<center>
<gallery>
PeachTrophy3DS.png|Classic (3DS)
PeachAltTrophy3DS.png|Alt. (3DS)
PeachTrophyWiiU.png|Classic (Wii U)
PeachAltTrophyWiiU.png|Alt. (Wii U)
PeachBlossomTrophyWiiU.png|[[Peach Blossom]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 694: Line 750:
*Peach is the only character in ''SSB4'' to be unable to use her [[Down special move|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 is the only character in ''SSB4'' to be unable to use her [[Down special move|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 {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped.
*Peach's Alt. trophy in {{forwiiu}} resembles her Adventure Mode trophy in ''Melee'', albeit flipped.
*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 [[Daisy (SSBU)|playable]] in [[Super Smash Bros. Ultimate|the following game]], this is the last ''Super Smash Bros.'' game where Peach wears a costume themed after her to date.
*The portrait and in-game model of her Daisy-themed costume feature the blue and red jewels on her crown in swapped positions, to match Princess Daisy's appearance. However, her Alt. trophy in the ''Nintendo 3DS'' version does not include this change.
*The portrait and in-game model of her Daisy-themed costume feature the blue and red jewels on her crown in swapped positions, to match Princess Daisy's appearance. However, her Alt. trophy in the ''Nintendo 3DS'' version does not include this change.
* This is the first game where Peach's edge attack no longer has her attack with her rear. Instead, she attacks with her hand.


==References==
==References==