(→Smash attacks: Removed extra incorrect information, added official move names, and deleted %s.) |
(→Normal: Removed incorrect information + %s) |
||
Line 22: | Line 22: | ||
===Ground attacks=== | ===Ground attacks=== | ||
====Normal==== | ====Normal==== | ||
*[[Neutral attack]]- "Royal Slap" - Slaps the opponent twice, though the first hit is usually used to start combos | *[[Neutral attack]]- "Royal Slap" - Slaps the opponent twice, though the first hit is usually used to start combos. | ||
*[[Dash attack]]- "Lady Push" - Lunges forward and splits her hands apart. Good for juggling opponents at low damage percentages. | *[[Dash attack]]- "Lady Push" - Lunges forward and splits her hands apart. Good for juggling opponents at low damage percentages. | ||
*[[Forward tilt]]- "Can-Can Kick" - Does an 180 degree kick. Capable of seriously juggling heavies at low percentages if they lose their second jump. | *[[Forward tilt]]- "Can-Can Kick" - Does an 180 degree kick. Capable of seriously juggling heavies at low percentages if they lose their second jump. | ||
*[[Up tilt]]- "Crown Bash" - Bashes her crown upwards. | *[[Up tilt]]- "Crown Bash" - Bashes her crown upwards. | ||
*[[Down tilt]]- "Elegant Sweep" - Sweeps the ground with her arm and hand. It meteor smashes if the opponent hits her forearm and not her hand. Use the meteor smash over the ledge against aerial or recovering opponents. The meteor can KO grounded opponents | *[[Down tilt]]- "Elegant Sweep" - Sweeps the ground with her arm and hand. It meteor smashes if the opponent hits her forearm and not her hand. Use the meteor smash over the ledge against aerial or recovering opponents. The meteor can KO grounded opponents at high %. | ||
====[[Smash attack]]s==== | ====[[Smash attack]]s==== |
Revision as of 21:37, 24 July 2022
Introduction
Peach is centered around her ability to quickly switch between modes at a moment's notice. The most important is flight mode on or off. When it’s on, she has access to lagless, instant aerials that obliterate most defensive options such as shield. Some implementations even allow you to counter attack after being hit even while airborne. But, it is not without trade off. When peach is grounded she has access to other options such as her burst movement, full launcher dash attack and her infamous 65% dealing frame 5 partially invincible down smash. In other words, while Peach might not be as difficult to punish when she attacks from the ground, her reward when successful is even more terrifying
In addition to her incredibly potent moveset, Peach is a defensive juggernaut. While she is certainly capable of ending her opponent's life in a single opening, it will usually take them closer to a dozen to take her down. What's more, if you simply try to run away from her she is able to start pulling turnips. Every time she pulls one, there's a chance to get a powered up turnip, or even a stitchface, which she can use to instantly erase more frustrating opponents
That said, Peach is not without her downsides. The main one is that she's simply slow. While she is devastatingly lethal if she lands a hit on her opponent, vs the more nimble top tiers it can be frustrating to chase them down in order to land a clean hit when they're playing well. What's more, while she can usually recover from anything that doesn't outright kill her, she is the most susceptible to being trapped at the ledge of the popular tournament characters. While there is potential for new tech to address this issue, for now it is a challenge for Peach mains
At her best this princess will have players feeling like an indestructible flying fortress of death. However, it's up to the player to overcome her slower mobility in order to get the party started.
Strengths | Weaknesses |
---|---|
|
|
Physics | |
---|---|
Weight | 90 (12th) |
Fall Speed | 1.5/Fast 2 (22nd/21st) |
Gravity | 0.8 (21st) |
Ground Movement | |
Walk Speed | 0.85 (19th) |
Initial Dash Speed | 1.3 (23rd) |
Initial Dash Length | 15f (2nd) |
Run Speed | 1.3 (23rd) |
Traction | 0.1 (1st) |
Jumping | |
Jumpsquat | 5f (16th) |
Jump Height | Full 31.36/Short 16.8/Air 33.2 (16th/5th/5th) |
Air Speed | 1.1 (5th) |
Air Acceleration | 0.07 (4th) |
"A" Moves Analysis
Ground attacks
Normal
- Neutral attack- "Royal Slap" - Slaps the opponent twice, though the first hit is usually used to start combos.
- Dash attack- "Lady Push" - Lunges forward and splits her hands apart. Good for juggling opponents at low damage percentages.
- Forward tilt- "Can-Can Kick" - Does an 180 degree kick. Capable of seriously juggling heavies at low percentages if they lose their second jump.
- Up tilt- "Crown Bash" - Bashes her crown upwards.
- Down tilt- "Elegant Sweep" - Sweeps the ground with her arm and hand. It meteor smashes if the opponent hits her forearm and not her hand. Use the meteor smash over the ledge against aerial or recovering opponents. The meteor can KO grounded opponents at high %.
Smash attacks
- Forward smash- "Peach Swing" - Swings either a frying pan, golf club, or tennis racket at the opponent. The weapon is chosen randomly. Damage and knockback vary with each weapon. You cannot swing two of the same weapons consecutively.
- Up smash- "Pirouette" - Quick upwards slap. If sweetspotted (located her palm and her hand), the attack send opponent upward with high vertical knockback. If sourspotted (located her shoulders and her finger), the move has weak vertical knockback. When sweetspotted, this move can KO opponents at around 73% when fully charged.
- Down smash- "Double Edged Gown" - Spins around to the ground, multiple hits. This move does a lot of damage if multiple hits land - this usually happens against opponents holding down. Most damaging move in Melee. Can be use to shield stab opponents. When fully charged and multiple hits land, this move can KO opponents at low percentage under 20% due to very powerful semi-spike. Multiple hits cannot hit opponents above 100%.
Aerial attacks
- Neutral aerial- Twirls in the air. Can KO at high percentage. 4-14%
- Forward aerial- Bashes her crown in front of her for huge knockback. Can KO opponents at high percentage. 8-15%
- Back aerial- Bashes her hip backwards for good knockback. Has passable power for it to be a finisher. 5-14%
- Up aerial- A quick kick at an upwards angle. Can KO opponents at above 110%. 7-14%
- Down aerial- Kicks downward four times. Good combo starter but deals low damage and produces barely any knockback. 1-11%
Other attacks
- Ledge attack- Launches herself off the ledge to a short distance on the stage, rear first. 6% damage
- 100% ledge attack- Somewhat slowly gets up and swirls her foot in a 360° motion in front of herself, similar to Mario's down smash, only much weaker and less range. 10% damage
- Floor attack- Swirls herself around in a similar fashion to Mario's down smash. 6% damage
Grab and throws
- Pummel- Stomps opponent with foot. 1-3%
- Forward throw- Throws her foe in front of her for big knockback. Strongest forward throw in the game. 1-10%
- Back throw- Puts opponent behind her and hits them with her hip. The back throw can KO opponent above 170% if used near the edge very close to the side blast line. 6-11%
- Up throw- Punches foe in the gut, forcing them up. Can chain grab any characters except fast fallers at 0%. Fast faller must be around 40% damage in order to chain grab this way. She can finish with sweetspotted up smash, or up aerial on everyone at above 100%. 4-9%
- Down throw- Puts opponent down and sits on them. Can chain grab floaty characters, heavyweights and fast fallers at high percentage. 3-7%
Vegetable
- Normal 6%
- Circle Eyes 6%
- Line Eyes 6%
- Carrot Eyes 6%
- Eyebrow Eyes 6%
- Wink 10%
- Dot Eyes 16%
- Stitch Face ("Gaddish") 34%
- Peach can also pull out a Bob-omb, Beam Sword or Mr. Saturn, although the odds of doing so are 1:300.
"B" Moves List
Neutral B
Peach pulls Toad out of hammerspace, and holds him out in front of her. This can be used as a shield that cancels (but not reflects) projectiles, or a multi-hit attack. Upon being hit, Toad will emit a shower of spores to do damage. Unlike Marth or Ike's Counter which does more damage when damaged while using counter move, Peach's Toad move does the same damage (18%) and knockback no matter how much damage or knockback the attack would have dealt to Peach. Some gameplay videos seem to indicate that Toad's Brawl incarnation has much more knockback and range with his counter-attack. The move can be bit difficult to use, as there is quite a bit of delay before Peach can block attacks.
Side B
Peach Bomber: She lunges her hip towards her opponents and blasts them with a powerful explosion. Using the Peach Bomber on most walls in the game will cause Peach to rise upward a tad. This can help with recovery on stages with vertical walls, such as Yoshi's Story and Fourside. The technique can also be used to stall a match, as Peach can continue to bomb the walls, keeping her alive and out of range from most other characters who would be KO'd if they were to try to go and attack her. Use of the technique in this fashion is banned in most tournaments.
Up B
Peach leaps up into the air, holding her Parasol above her. At the apex of her jump, she will open the parasol and float down gently. The parasol does damage at all times of the animation. Once in the air floating, control is similar to using the Parasol item. If Peach has the Parasol item, she will use that item for the attack rather than her own. While floating, it is possible to move left or right via directional influence. If down is pressed, Peach will close her umbrella, fall at normal speed, and become helpless. Pressing up again will open her umbrella and allow her to float again, although altitude cannot be regained.
Down B
It involves her picking large turnips from the ground. These turnips function similarly to items, though they disappear if they touch the ground. The faces on the Vegetables depict the damage and knockback that will be given, and are picked randomly, though better faces are, of course, rarer. Sometimes Peach will pull different items from the ground, including Beam Swords, Bob-ombs and Mr. Saturns, however, the chances are very low (1/300). Vegetables fall very slowly, and as such, it is very easy to grab one after having been hit by one. As such, turnips will disappear in mid-air after a certain amount of time.
Peach has a combined 1/58 chance of not pulling up a regular Vegetable, but instead get an item such as a Beam Sword, Bob-omb, Mr. Saturn, or the "Stitchface" Vegetable. The turnip with the "stitch face" or "dot-shaped eyes" is Peach's strongest attack, the "stitch face" doing 36% damage and the "dot-shaped eyes" doing 16% damage with high knockback, and can still be grabbed in the air and thrown again. The "stitchface" Vegetable is strong enough to KO opponents above 72%. The Bob-omb is also Peach's strongest attack. Bob-Omb are quite dangerous item as it does 25-38% damage.
Combos
Frame Data
Strategies
Melee strategies
Wall Bombing
Wall Bombing is more difficult than it may readily appear. The player can't be too close to the stage to initiate the Wall Bomb and the Peach Bomber must be smashed each time or they will simply be unable to reach the stage. To initiate the follow-up Wall Bomb, the player must start it immediately after they recover from the previous Peach Bomber. Using this tactic is very risky in tournament play and should be only used as a last resort. Though it is possible to perform on any stage with a thick base, the player will usually only see this technique employed on Final Destination.
Peach is one of the few characters that can do any sort of lengthy stalling; the player can stall with her float, her up special, her neutral special, or by using her side special (Peach Bomber) to hit the wall of the stage. With the Peach Bomber, the player can actually move up a wall or stall indefinitely; this tactic (Wall Bombing to stall) is banned in tournament play.
Advanced techniques
- Chainthrowing - Peach, like most characters in the game, can chainthrow fastfallers. She can do it by Up-Throwing them between 23-30% and 80-90% and then re-grabbing them. (Note: The lower percentages apply to Fox/Falco, while Chainthrowing Captain Falcon requires him to be closer to 30%) Beyond 80-something% for Fox and Captain Falcon and closer to 90% for Falco, the opponent can DI, wiggle, and/or Shine out of the chain.
- Downthrow into ... - If an opponent DI's upward, expecting a Forward Throw, the player can chain grab them with their Down-Throw, they can even chain more floaty characters with it. Peach can also has many more options out of her down throw, she can forward tilt them, Dash Attack them (regardless of DI), Neutral Air them, or even Up Smash them. Characters with little stun can DI, wiggle, and Neutral Air out of this, though, but usually, the player can just trade hits with them, with attack of their own. It is however, dangerous to Down Throw characters like Luigi, who have very strong, high priority Neutral Airs.
- If the player Dash Attacks a fast-falling character at around 40-60%, they can follow his or her DI—if there is any—with a grab, which can be followed up into a chaingrab.
- When an opponent is grabbed by another character, the player can make his or her victim suffer the torturous damage of an entire Down Smash by spacing it so that every single hit of the Down Smash hits the victim but not the person grabbing him or her.
- Peach's double-jump allows her to Double-Jump Cancel, sacrificing her second jump but immediately moving toward the ground by first jumping (or at least being airborne), starting an aerial and immediately jumping again. This subsequently allows her to:
- Double-Jump Land - Because Peach's double-jump makes her dip downward slightly before moving upward, she can DJC and DJL along with Yoshi. To DJL, hit jump and then, during the 4-or-5 start-up frames (depending upon whether it was a Short Hop or a full jump), hit jump again. Peach will do a little jerk as if jumping; the sound effect of her double-jump will play and she will immediately go into her landing animation. By doing this repeatedly, Peach will do a series of funny rapid jerks, thus allowing the player to mindgame your opponent.
- When people are recovering from a small distance away slightly below the edge, the player can, while hanging onto the ledge, hit Back to drop and perform a falling Back Air. Once it is over, double-jump immediately into an up special to grab the ledge again. Anyone hit by the Back Air will be unable to recover—unless, of course, the opponent is Samus, Jigglypuff, or Link/Young Link on a stage with a low surface into which they can Hookshot.
Vidjo-dropping and Vidjo-canceling
It had been known for years that Peach could drop a turnip while floating, maintain her float, throw a turnip as soon as a floated aerial ended, and stop floating but it was not until late 2005 that American Peach Vidjogamer discovered how this was done. For this, Australian Peach Quetzalcoatl named it the Vidjo-cancel and relayed the information to, among others, Swedish Peach Yuna, who coined the term "Vidjo-drop" and explored the use of both.
In order to understand the Vidjo-drop and the Vidjo-cancel, one must have an understanding of Interruptable As Soon As Frames. While floating, perform an aerial and then hit either Z during the IASA frames of said aerial to do a Vidjo-drop or A (direction options) for a Vidjo-cancel.
Vidjo-dropping will allow the user to do things such as down aerialing into a Kamikaze Vidjo-drop bomb-drop or turnip-drop into another aerial; likewise, performing a Vidjo-cancel will allow the user to do things such as neutral-airing into a turnip throw or down aerialing into a turnip throw (the latter is especially useful if the vegetable in question is a grandfather/stitchface turnip). The player can also down air while barely hitting the opponent, perform a Vidjo-drop bomb-drop and immediately airdodge to avoid the ensuing explosion (though this technique is easily countered by airdodging by people who often airdodge after a down air from Peach in the hopes that she mistimes the follow-up or that they can simply shield it if they are on the ground).
The Vidjo-drop and Vidjo-cancel do have their limitations, however. Because of the (nonexistent) amount of stun in Peach's attacks, a Ddwn air into a Vidjo-cancel or even a Vidjo-drop can be shielded as long as the person hit by the down air is not launched off the ground by it—which, unfortunately, requires high percentages. Vidjo-dropping will also allow characters with little stun (all of the floaty characters) to Neutral Air out of stun or just airdodge.
Match-ups
Serious Advantage Match-ups
IC, Roy, Mew2, Yoshi, Bowser, Pichu
Advantage Match-ups
Doc, Pikachu, Mario, Luigi, DK, Zelda, G&W, Ness, Kirby
Fair Match-ups
Falco, Ganon, Samus, Link, Y.Link
Disadvantage Match-ups
Fox, Puff, Sheik, Marth, C.Falcon
Serious Disadvantage Match-ups
None