Peach's Official Artwork
|Smash Bros. Debut||Super Smash Bros. Melee|
|Smash Bros. Information|
|3DS / Wii U||Starter|
|Side Move||Peach Bomber|
|Up Move||Peach Parasol|
|Final Smash||Peach Blossom|
Peach (or Princess Peach), the main damsel in distress of the Mario series, battles it out in the Super Smash Bros. series. Using a wide variety of tools like slaps, kicks, tennis rackets, golf clubs, pans, hearts, and even a toad, Peach will not only surprise your opponent, but may surprise yourself also. Her own first game was in Super Princess Peach for the Nintendo DS. She has been in two of the three games in the Super Smash Bros. series, which are Super Smash Bros. Melee and Super Smash Bros. Brawl. In both games, she is one of the default characters you have access to when you first start the game.
Super Smash Bros. Melee
It seems that after repeatedly being captured by Bowser, Peach has finally learned how to look after herself. The most well-known Princess in the Mushroom Kingdom, Peach attacks with anything she can get her hands on, whether it be vegetables growing nearby or a pan from the palace kitchens. She has the best horizontal recovery, being able to float massive distances using her second jump and her parasol. She is also one of the game’s most useful characters, boasting a wide assortment of attacks that serve to make her dangerous in any situation.
Role in SSE
In the first stage, Petey Piranha has both Princess Peach and Princess Zelda captive. By attacking the cage that Peach is in you obviously rescue her, but not for long.
|Peach in Subspace|
Peach, Luigi, and Ness in trophy form captured by King Dedede.
While she may not be as magnificent as her Melee counter part, Peach still has some ups and downs that keep her unpredictable and fun. She doesn't do too well in free-for-alls due to her lightness, but is a valuable asset to a team match, using her turnips and Peach Bombers.
- Access to Glide-tossing
- Counter move has good range
- K.O. moves can kill at pretty low percentages
- Excellent horizontal recovery
- Good tilts and air moves
- Her potential, compared to Melee, went worse
- Horrible vertical recovery
- Most K.O. moves have decent amount of lag and/or low range
- Second jump has almost no vertical distance
- Turnips have poor distance, can be easily caught and disappear even when they hit shields
- Floatiness makes it hard for Peach to get back on grounds
- Counter move is pretty bad in general
Buffs and Nerfs
- Increased vertical distance from Parasol and it can KO
- Increased running speed
- Her moves now auto-cancel
- U-tilt has increase knock back and range
- F-Smash has increased knock back
- Fair has increased knock back and is faster
- Nair and Bair have a sweet-spot and can do two hits
- Peach Bomber has increased range
- F-tilt has increased knock back and is a better move overall
- Uair has increased range
- Increased grab range
- Toad has increased knock back
- Terrible D-Smash
- No Float Canceling
- Lack of hitstun weakens her turnip usage
- Turnips have low distance, power and disappear when they hit shields
- Uair has decreased knock back
- Dair has too much knock back in the last hit that it hinders her combo ability
- Nair has decreased priority and knock back
- Terrible second jump
- Peach no longer benefits from Double Jump Cancel
- Peach is too floaty when she has her Parasol up and she's too floaty when she doesn't have it up
- Lower KO potential overall
- Lack of crouch-canceling reduces D-tilt uses
- F-Throw requires a lot higher percentage to kill
- U-Throw can't chain-throw anymore
- Her dash attack does two hits, which hinders Peach more than it benefits her
- Neutral A (Jab) - 3% each hit.
Peach slaps the opponent twice. The attack is very quick and is a nice "get-off-me" move. The range is mediocre but it's very difficult to punish this move and the first jab can possibly set-up a grab. The first hit has set knock back and the second hit has low knock back. Either way it's still useful.
- Dash Attack - 4% each hit.
Peach shoves the opponent while running causing two consecutive hits. The move is fairly average in terms of strength and knockback, but has very little start up and ending lag, so it is not easy to be punished. Sadly enough the second hit can be difficult to hit as enemies can easily escape the second hit after they get hit by the first one. Knock back is okay, but it's not worth using unless you can get in both hits, but that's risking yourself.
- Forward Tilt (F-tilt) - 6%-13%.
Peach does a high kick. Damage depends on which hitbox the opponent is at. Closer generally means more damage and knockback and this also includes if the target is on top of Peach or by the side. Starts off fast, has great range and the animation is long enough to be able to punish spot-dodgers. At mid-percentages this move can easily get in more F-tilts and possibly U-tilts, and the move is very reliable at killing when the target reaches about 150%. This move is also good against enemies in the air as it can be a nice alternative to her U-tilt.
- Up Tilt (U-tilt) - 13%..
Peach raises her hand into the air, causing a damaging heart to appear. This move has good knock back and has only a little bit of start-up lag. the lack of longer animation makes it difficult to call it as one of the best anti-air moves but the move has fantastic range and the priority is also great. You can also hit targets by the side if they're really close enough.
- Down Tilt - 10%.
Peach crouches and slaps the opponents feet. The range is average, and it's too slow to be of any use. It has meteor-smashing attributes but the range is too small to meteor smash anyone out of the ledge. This move does have IASA (Interruptable As Soon As) frames. If you inputed a command within in these frames Peach will move back. Distance depends on the IASA frame on which you inputted the command.
- Forward Smash (F-Smash) - Peach randomly pulls out either a tennis racket, golf club, or frying pan. You will never have the same club, racket, or pan twice in a row.
- Tennis Racket - (Not sweet-spotted) not Charged/Charged (12%/16%), (Sweet-spotted) not Charged/Charged (13%/18%).
Of the three this one has the most knockback. However, it requires a sweet-spot, which is at the end of the racket. The fact that Peach's F-Smash is pretty random makes it harder to pull the sweet-spot off. If you do pull it off th target is knocked back at a horizontal angle, unlike her golf-club.
- Golf Club - Not Charged/Charged (15%/21%).
Has the best range, with okay knockback until higher percentages. The club can also be able to hit targets from the back but they need to be pretty close in order to do so. The most reliable of the three although knock back is overall the weakest.
- Frying Pan - Not Charged/Charged (18%/25%).
Has very little range, but has vertical knockback. Highest damage too. Low range makes it hard to use this move efficiently and it may get you punished because you end up getting a Frying Pan and miss. I'd recommend you try to use F-Smash, where your opponents aren't going to punish you, until you get a Frying Pan so that way you'll not end up with a Frying Pan when you need it later on.
- Up Smash (U-Smash) - A: Not Charged/Charged (17%/23%), B: Not Charged/Charged (12%/16%), C: Not Charged/Charged (8%/11%).
Peach pirouettes to cause damage. Has amazing knockback if sweet-spotted but it's slow and the sweet-spot in very hard to pull off as the strongest KO power comes from her shoulders. If you can pull the sweet-spot off then good. This move actually has three hitboxes. The strongest hitxbox (A) is at her shoulders, as said before. Her hand (B) has good knock back and is easier to get in but has weaker knock back than if the target is by her shoulders. The weakest is by the leg part of her dress (C).
- Down Smash (D-Smash) - Not Charged (5% each hit), Charged (7% each hit). Up to 8 hits in total.
Peach whirls around near the ground to cause damage. In Melee this was a fantastic move and was a good part of Peach's game because of its damage racking ability with good shield-eating power, knock back and its fast start-up time. Now it has been severely nerfed with low damage per hit, low knock back and doesn't do much against shields. Can't be used in this game like you could in Melee although it's a nice move to whiff out against those who likes to roll behind you a lot. It's also nice if you set it up after a Dair or if you're close to the opponent after an air move since the start-up time is pretty good and it does add some extra damage.
- Neutral Air (Nair) - Not sweet-spotted (10%), sweet-spotted (13%), Both hits (23%).
Peach spins in midair twice. Has very little lag, and can be used to surprise enemies. Knockback is fairly decent too. The sweet-spot is at the beginning frames of the move. You can be able to get in two hits. When you're floating, at the right position, you use the Nair and stop the float once you get the first hit. After the first hit you should be able to get in two hits. Very nice way to rack up damage although it's difficult to whiff up a floated Nair while close to the enemy. Being too far makes it harder to land both hits and/or once the target is at high percentages.
- Front Air (Fair) - 15%.
Peach grabs her crown and hits the enemy with it. This move is probably Peach's best KO move, too bad it has considerably start-up lag. Then again she can space her Fair through floats and Fair itself is generally easy to get in the hit anyway. Fair is also the safest of the three, having a great auto-cancel window, range and it has the most shield hit-stun out of all of her aerial moves. Along with the fact that you can set up a jab pretty fast after a Fair it's very hard to punish a Fair, but that's also assuming you space it and you auto-cancel her Fair.
- Back Air (Bair) - Not sweetspotted (7%), Sweet-spotted (14%), Both hits (21%).
Peach sticks out her bottom, causing damage. Has virtually no start up lag, and has very good knock back. The decent range allows it to be a good move for poking. Can be spammed if appropriate. Like Nair, the sweet-spot is at the beginning frames of the attack and you can get in two hits by doing the same process you would do for Nair. Bair can get in the two hits much easier and it'll stop getting in two hits at much higher percentages than Nair.
- Up Air (Uair) - Not sweet-spotted (11%), Sweet-spotted (13%).
Peach kicks the opponent with her shoe causing damage. This move can kill fairly easy for it has good priority and range. The move also can KO horizontally but don't expect too much from it. Very fast and it's range can allow Peach to poke enemies below certain platforms and stages without Peach being able to get damaged at all.
- Down Air (Dair) - First three hits (3%), last hit (5%).
Peach kicks down, holding enemies in place until final kick. This move can trap and do considerable damage if used while Floating. If you purposefully missed the last kick, you can chain the move until her float runs out. Though missing the last hit allows the enemy to easily guard the next attacks since the lack of hitstun allows the enemy to be able to shield or spot-dodge in between Dair to the next attack. Better off getting all four hits.
- Neutral Special: Toad - 3%-18%.
Peach pulls out toad which reflects enemy attacks by shooting out spores damaging them. The damage depends on where the enemy is positioned and the knockback is the same at any point. Bad move though, since the damage and knockback is quite low and it can't make Peach turn around. Peach may only hold out Toad for very few moments so it makes it hard for the player to master this move.
- Side Special: Peach Bomber - 15%.
Peach uses her butt and hits onto enemies sending them into an aura of hearts. This move doesn't have that much knockback, but it good when pulled off. The start-up lag makes it hard to land this move and it's easily punished if the enemy is close to Peach. If they spot-dodge the move you can punish them with a floated Dair or a Nair. And it's easy for an inexperienced player to Peach Bomb themselves off an edge.
- Up Special: Peach Parasol - 5% first hit, 1% for the next three and 4% for the last hit.
Peach jumps up while holding a parasol, and opens it so you can safely float down to the stage. You can push down on the Control stick or the C-stick (depending on the options) to stop floating and Up to pull the parasol back up again. The move as an attack isn't great, but it's a fantastic move for horizontal recovery. Safe to use at any point and the ability to alter your floating speed can make it unpredictable. Decent vertical distance too.
- Down Special: Turnip - Damage depends on the face.
Peach pulls out a turnip (very rarely you will pull out a bomb, Mr. Saturn, or a Beam Sword). Nice for Glide-tossing and spacing but it's not that great compared to other projectiles. The turnips disappear after they hit a shield so be wary of that. They also have low distance and they're pretty big, so they can be easily caught. Knock back is pretty weak compared to Melee's stitch and dotted turnips and the Melee Bomb-omb might've been a bit stronger.
- Grab Attack - 2%
Peach shakes her opponent to cause damage. Not that fast, but does a fair amount of damage for a grab attack.
- Front Throw - 10%
Peach holds the opponent and slaps them. In Melee this move was awesome for killing. In Brawl, it sucks. Does average damage and is quick but nothing else.
- Back Throw - 11%
Peach bumps the opponent with her bottom. I don't have anything to say about it besides that it does the most damage. It's pretty crappy.
- Up Throw - 8%
Pretty terrible. Too much knock back where you can't chain any move in easily and too little knock back to kill.
- Down Throw - 7%
Peach body-slams the opponent. You can chain grab with this move at very low percentages but enemies can DI out of it.
In short, Peach's grabs suck.
Kill him early. At low percent, he doesn't have that much killing power. At higher %s, he could kick your butt. Kill him early on the first stock, and I'm pretty sure he won't give you that much trouble in the rest of the set.
Pick Yoshi's Island for this one. The platform prevents his approach and if you decide to spam turnips, by all means do so. If you're unsure what to do, keep dairing him. Let the damage rack up on him, and don't really worry about your own.
The Pika you're playing could spam neutral B, so powershield the thunder jolts. If you have a turnip, powershield to glide toss. Never ever do an aerial when Pika's doing a Dsmash, no matter what, you'll get hit. Just keep your moves fresh, and you should be fine.
Unique to Peach is the ability to float. After the second jump or with the help of Instant-floating she will use her floating ability. The float lasts for four seconds and you can attack with your air moves, Toad, Peach Bomber, or Parasol while floating. Not only is this a great for horizontal recovery the floating ability itself allows you to space your air moves, have more approach options and set up ground moves from air moves easily. Floating can also help her dodge through certain projectiles, and it helps her become less limited to trying to rush in shielding and air dodging. However, she can't air dodge while in floating position and Peach no longer has Float Canceling, a technique which greatly canceled the lag of Peach's air attacks by doing an attack while floating and then landing.
Brawl Peach isn't the Peach you expect from her Melee counterpart. Peach has much more difficulty in racking up damage like she could in Melee. Her KO options in are also limited as her best KO moves, the ones that kill at good percentages, are one of her slowest attacks and because of this, it leads Peach into having long lasting battles trying to kill off one stock while most characters can do it much faster and/or much safer than she can. Her safer KO moves, Fair, F-tilt, U-tilt, Nair and Bair all suffer from move decay as they all are her main damage racking moves.
Her ground game is pretty average, F-tilt being a good move to use for the range and U-tilt doing good as an anti-air move. Smashes are mainly for KOes and D-Smash being pretty useless. Grab range is mediocre but she has terrible grabs so you won't benefit as much from grabbing unlike Dedede, Falco, Marth, and a few others. Peach is very good when it comes to anti-air moves, F-tilt, U-tilt are good options and you can also add the Parasol and Uair, all of which have the ability to KO.
Her air game isn't limited to SH *insert air attack* like most characters. Floating allows for spacing and it helps Dair get in four hits without making yourself vulnerable from the lag, you can move while you execute the Fair, you can get two hits from Nair and Bair, do constant Uair harassment to get people off platforms and Peach having a wide auto-cancel window allows her to take in less punishment when she lands. Dair can set up two hit Nairs or Bairs at low percentages and can also set up Uairs as well.
Her vertical recovery is pretty weak as her second jump lacks enough distance to make it reliable. However she has great horizontal recovery, having Peach Bomber, Parasol, Floating and being already floaty enough as she is. Sadly, it's nothing special considering most characters don't have difficulty getting back into the stages and some just have outright better recovery options than her.
- Glide Tossing
- While holding a turnip, roll any direction and in about the middle of the rolling animation Peach will toss her turnip while still gliding like she would in a roll. This technique is very useful in keeping your opponents guessing and will surprise them if used appropriately.
- Wave Pull/Attack
- Immediately after a down air, pull out a turnip and you will be pushed back a little ways, you can also make this work with Up smash, Down Smash, and a short-hop if performed correctly.
- Instant Float
- While holding down jump and hold it so it you start floating. You will start floating on the ground without wasting your second jump.
- Super Mario Bros. (NES)
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