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SSBM/Peach

From SuperCombo Wiki


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
  • Pressure Princess - Because of her massive hitboxes and lagless aerials, Peach is second to none at keeping the pressure on once she gets in. Opponents will often be scrambling to get away, throwing out panic options and shields only to inevitably lose the weighted RPS where Peach excels.
  • Defensive Powerhouse - Peach has an answer to almost every approach thrown at her. Due to her unique combination of a strong crouch cancel game and her iconic float, running into her will often end up in her favor.
  • Strong Survivability - Through the combination of her high air speed, low fall speed, float, long distance up b, and more, Peach will often find herself living to exorbitantly high percents. Think another bAir might do it? Nope! Here she comes floating back.
  • Oppressive Punish Game - With no shortage of strong aerials that link into each other, it's not uncommon for a Peach to find themselves zero-to-deathing a fast faller without even breaking a sweat. Even on some of the more awkward characters to combo, Peach can string together 50-60% in no time flat.
  • Deadly Veggies - Peach's turnips are a lifesaver, allowing her to circumvent her poor speed through the use of a projectile. What's more though, is that she has a small chance to pull extremely powerful items such as the feared "stitch face" turnip, exploding bob-omb, shield breaking Mr.Saturn, or even a Beam Sword!
  • Lack of Mobility - Her largest drawback by far, Peach is one of the slowest characters in the game, both in horizontal and vertical mobility. This leaves her unable to continue combos in ways other characters would be able to and causes her to have a hard time trying to catch opponents running away from her or hovering around high platforms.
  • Awful Ledge Options - Peach is the only character in the game who is unable through practical means to attain any GALINT, primarily due to her unusually slow double jump. This means that characters can effectively ledge trap her by spacing themselves correctly and reacting to her ledge options.
  • Mediocre Range - Although her hitboxes are nothing to scoff at, they're still nothing compared to Marth's sword, Falcon's kicks, or Sheik's acrobatics. Her run of the mill reach combined with her poor speed causes her to have a harder time getting in than most.
SSBM Peach Portrait.png
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)

Ground Moves

Jab
Royal Slap
Jab1 (5a)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 15 16 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 20 0 74 / 78 normal -10

Peach's quickest move and tied for the fastest jab in the game, Jab 1 is an amazing tool for interrupting opponents trying to approach or just get a move out. Jab 1 finds most of its use either during neutral where it is excellent for stuffing close range approaches or during shield pressure where Peach can use it to call out quick out of shield panic options. After landing this move, Peach may either attempt to confirm into a grab or keep the pressure on with the frame advantage gained.

  • Set knockback of 20 allows this move to optionless jab reset all characters heavier than Falco at any percent
  • High hitbox causes it to often miss opponents in knock-down, must hit while they are bouncing after missing a tech
  • High hitbox causes it to often miss certain opponents with low crouches
  • Window to continue into Jab 2 is frames 3-25. Jab 2 will come out after 10 or more frames of Jab 1
  • Does not stale Jab 2
Jab2 First Active Active Recovery IASA Landing Lag Autocancel
3 3-4 15 17 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
2 30 100 361 Normal -11

The follow up to jab 1, often used much less due to other options out of jab 1 usually being stronger. When it does find use, it is usually near the edge of the stage in an attempt to knock the opponent off stage. Unlike jab 1, it does not have set knockback, allowing it to sometimes place high percent opponents in unfavorable recovery situations.

  • Often accidentally buffered while trying to mash out a Jab 1
  • Does not stale Jab 1
Dash Attack
Lady Push
d.A (Dash > A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-20 17 -- - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Early: 12,9 / Late: 8,7 Early: 70,50 / Late: 20,50 70 Early: 80,361 / Late: 80,361 Normal Late -17 / Early -22

Peach's signature overshoot option and combo starter. Has a great lunging hitbox that allows Peach to threaten areas normally outside of her reach. The strong hits of this move pop opponents up leading to a plethora of combo trees on fast fallers, aerial strings on mid fallers, and juggle/sharking opportunities on floaties. The weak hitbox at the arms push opponents outwards, giving it a niche use as an edge guarding tool when the opponent is at the edge of the stage as well as Peach's dash attack range. The large amount of active frames combined with the lunge that accompanies the move also makes dash attack unexpectedly difficult to whiff punish, despite the sizeable amount of recovery frames.

  • Hard loses to shield
  • Stops comboing at higher percents
  • Opponents will often run into the weak hitbox while attempting to whiff punish, making Peach safer than she should be in some situations
  • Commonly referred to as one of the best dash attacks in the game
fTilt
Can-Can Kick
fTilt (t.6a)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-13 28 37 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 13,11,10 / Late: 6 Clean: 35 / Late: 55 Clean: 85 / Late: 50 Clean: 90,100,80 / Late: 90 Normal -23

A mediocre normal with situational use cases, generally outclassed by other moves in Peach's arsenal. Its high recovery frames limit its use in neutral and combos; however, its decent hitbox allows it to have a niche in catching opponents coming in.

  • The 80 degree sending middle hitbox can catch survival DI and combo in a similar way to Marth uptilt, only worse
  • Often misinputted when trying to dash attack
uTilt
Crown Bash
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
9 9-13 26 37 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12 48 72 80 Normal -16 to -20

Perhaps Peach's worst move, rarely seen inputted on purpose in real games. No real combo potential due to high recovery frames. Useless in neutral. Outclassed by other moves in practically every aspect. Could maybe be used situationally as an anti-air? Maybe? You're better off just moving out of the way.

  • Head invincibility on frames 9-12
  • Can VERY situationally shield poke certain characters' heads when their shields have been slightly depleted
dTilt
Elegant Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
12 12-13 14 26 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12 Clean: 60 / Weak: 15 100 Clean: 270 / Weak: 80 Normal -7

By far Peach's best Tilt attack, Down Tilt lends itself to be an amazing high reward combo starter. Down Tilt is an amazing move for catching landings and, as a result of its meteor smash knockback angle, sets up for a high damaging combo on grounded opponents. dTilt, especially spaced dTilt, is also decently safe on shield, which is quite unusual for a tilt attack. However, due to its long startup, Down Tilt rarely finds use in the middle of combos or scramble situations.

  • Peach leans back during the animation, which can cause otherwise perfectly spaced moves to whiff and be punished by the following down tilt hit
  • The inner hitbox can meteor aerial opponents, although it can be difficult to connect with
fSmash
Peach Swing (Pan)
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
15 15-18 29 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Strong: 17 / Weak: 15 50 60 Strong: 80 / Weak: 80,361 Normal Strong: -13 / Weak: -15,-16

fSmash is three moves in one, with the move you perform being decided by RNG. Because of the RNG associated with it, fSmash is infamously unreliable and justifiably situational. As for the pan variant, it is a decent combo starter on fastfallers that is otherwise limited by its high recovery. Interestingly, because of its RNG, this move is a built in DI mix up. For instance, if they were to DI in the optimal way for the club or racket variant and were hit by the pan, they would be sent straight up and in the ideal position for a lengthy combo.

  • Upon first swing each variant has an equal chance of occurring
  • A variant cannot be rolled twice in a row, making every roll after the first a 50/50 chance
Peach Swing (Racket)
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
15 15-18 29 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12 Strong: 75 / Weak: 65 35 29 Normal -15 /-16

A variation of fSmash most useful for edgeguarding. Although not as strong as the club or pan, the racket sends at a much better angle for making sure that opponents have a hard time coming back to the stage.

Peach Swing (Club)
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
15 15-18 29 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Strong: 17 / Weak: 13 Strong: 70 / Weak: 50 50 Strong: 45 / Weak: 45,361 Normal Strong: -13 / Weak: -15/-16

The variation of fSmash with the highest knockback. Although it seems to be meant for killing, it is unfortunately weak, even at the substantially stronger sweetspot.

uSmash
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
13 13-22 22 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
Strong: 19 / Mid: 15 / Weak: 8 40 / Weak: 30 100 90 / Weak: 75 Normal Strong: -21 / Mid: -23 / Weak: -26
dSmash
Double-Edged Gown
"Lol." Said the Peach sitting on the side platform. "Lmao."
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-6, 9-10, 13-14, 17-18, 21-22 17 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
Strong: 14 / Weak: 12 Strong: 40 / Weak: 35 80 140 Normal Hit 1: -26/ Hit 2t: -22/ Hit 3: -18/ Hit 4: -14/ Hit 5: -10

Aerial Moves

nAir
Princess Twirl
Yep, you read those plus frames right.
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
3 3-23 26 42 17

L Canceled: 8

<2 36>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14 / Late: 10,9 Clean: 20 / Late: 0 100 361 Normal -0 to +4
fAir
Crown Smack
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
16 16-20 34 51 25

L Canceled: 12

<15 39>
Damage Base Knockback Knockback Growth Angle Effect On Shield
15 60 70 361 Normal -4 to +4
bAir
Flying Hip
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-22 22 38 15

L Canceled: 7

<4 23>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14 / Late: 10 Clean: 0 / Late: 10 Clean: 100/ Late: 90 361 Normal +1 to +4
uAir
Floating High Kick
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-11 24 34 15

L Canceled: 7

<6 22>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Strong: 14 / Mid: 12 / Weak: 11 0 120 80 / Weak: 361 Normal +1 to +4
dAir
Stiletto Kick
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
12 12-13, 18-19, 24-25, 30-31 8 36 15

L Canceled: 7

<11 36>
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 (12 total) Strong: 16 / Weak: 12 50 90 Normal -4

Special Moves

neutral+B
Toad
neutral+B (5B)
First Active Active Recovery IASA Landing Lag Autocancel
10 10-30 34 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 (20 total) 80 50 80 Normal --
  • Placeholder
side+B
Peach Bomber
side+B (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
10 10-30 34 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 (20 total) 80 50 80 Normal --
  • Placeholder
up+B
Peach Parasol
up+B (8B)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-9, 10-11, 12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27, 28-29 11 -- 30 (Parasol open)

4 (Parasol closed)

--
Damage Base Knockback Knockback Growth Angle Effect On Shield
Initial hit: 5

Multihits: 1

Initial: 0 / Late: 0 0 0 Normal -73
  • Placeholder
down+B
Vegetable
down+B (2B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-8 22 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean:-- Clean:-- -- -- Normal --
  • Placeholder
Dash Grab
Grab
Dash Grab (Dash > Z)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-8 32 -- -- --
Damage Base Knockback Knockback Growth Angle Effect On Shield
-- -- -- -- Normal --
  • Placeholder
Pummel
Heel Stomp
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Forward Throw
Royal Slap
fThrow (Grab > 6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Back Throw
Iron Hip
Back Throw (Grab > 4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Up Throw
Gut Punch
Up Throw (Grab > 8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Down Throw
Royal Treatment
Down Throw (Grab > 2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

The move ever

Vegetable Damage Data

  • 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.

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.

Advanced Frame Data

This table shows the frame data for all of Peach's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 12 13 N\A N\A 26 N\A 27 12 7 -5 N\A N\A N\A N\A -6 -5 -8 -7
dtilt 12 13 N\A N\A 26 N\A 27 12 7 -5 N\A N\A N\A N\A -6 -5 -8 -7
dtilt 12 13 N\A N\A 26 N\A 27 12 7 -5 N\A N\A N\A N\A -6 -5 -8 -7
dtilt 12 13 N\A N\A 26 N\A 27 12 7 -5 N\A N\A N\A N\A -6 -5 -8 -7
uair 7 11 7 21 34 15 35 14 8 1 1 -7 -10 -6 -18 -14 -20 -16
uair 7 11 7 21 34 15 35 12 7 0 0 -8 -11 -7 -19 -15 -21 -17
uair 7 11 7 21 34 15 35 11 6 -1 -1 -9 -12 -8 -20 -16 -22 -18
dashattack 6 8 N\A N\A 36 N\A 37 12 7 -20 N\A N\A N\A N\A -22 -20 -24 -22
dashattack 6 8 N\A N\A 36 N\A 37 9 6 -21 N\A N\A N\A N\A -23 -21 -25 -23
dashattack 9 20 N\A N\A 36 N\A 37 8 5 -10 N\A N\A N\A N\A -21 -10 -23 -12
dashattack 9 20 N\A N\A 36 N\A 37 7 5 -10 N\A N\A N\A N\A -21 -10 -23 -12
dair 12 13 7 39 N\A 15 39 3 3 -4 -4 -12 -28 -27 N\A N\A -24 -23
dair 12 13 7 39 N\A 15 39 3 3 -4 -4 -12 -28 -27 N\A N\A -24 -23
dair 18 19 7 39 N\A 15 39 3 3 -4 -4 -12 -22 -21 N\A N\A -18 -17
dair 18 19 7 39 N\A 15 39 3 3 -4 -4 -12 -22 -21 N\A N\A -18 -17
dair 24 25 7 39 N\A 15 39 3 3 -4 -4 -12 -16 -15 N\A N\A -12 -11
dair 24 25 7 39 N\A 15 39 3 3 -4 -4 -12 -16 -15 N\A N\A -12 -11
dair 30 31 7 39 N\A 15 39 3 3 -4 -4 -12 -10 -9 N\A N\A -6 -5
dair 30 31 7 39 N\A 15 39 3 3 -4 -4 -12 -10 -9 N\A N\A -6 -5
dair 36 37 7 39 N\A 15 39 3 3 1 -4 -12 -4 -3 N\A N\A 0 1
dair 36 37 7 39 N\A 15 39 3 3 1 -4 -12 -4 -3 N\A N\A 0 1
bair 6 9 7 22 38 15 44 14 8 1 1 -7 -12 -9 -23 -20 -30 -27
bair 10 22 7 22 38 15 44 10 6 2 -1 -9 -10 2 -21 -9 -28 -16
jab2 2 3 N\A N\A 16 N\A 19 2 2 -10 N\A N\A N\A N\A -11 -10 -15 -14
jab2 2 3 N\A N\A 16 N\A 19 2 2 -10 N\A N\A N\A N\A -11 -10 -15 -14
jab2 2 3 N\A N\A 16 N\A 19 2 2 -10 N\A N\A N\A N\A -11 -10 -15 -14
jab2 2 3 N\A N\A 16 N\A 19 2 2 -10 N\A N\A N\A N\A -11 -10 -15 -14
jab1 2 3 N\A N\A 16 N\A 19 3 3 -9 N\A N\A N\A N\A -10 -9 -14 -13
jab1 2 3 N\A N\A 16 N\A 19 3 3 -9 N\A N\A N\A N\A -10 -9 -14 -13
jab1 2 3 N\A N\A 16 N\A 19 3 3 -9 N\A N\A N\A N\A -10 -9 -14 -13
jab1 2 3 N\A N\A 16 N\A 19 3 3 -9 N\A N\A N\A N\A -10 -9 -14 -13
ftilt_m 6 7 N\A N\A 37 N\A 41 13 7 -22 N\A N\A N\A N\A -23 -22 -28 -27
ftilt_m 6 7 N\A N\A 37 N\A 41 11 6 -23 N\A N\A N\A N\A -24 -23 -29 -28
ftilt_m 6 7 N\A N\A 37 N\A 41 10 6 -23 N\A N\A N\A N\A -24 -23 -29 -28
ftilt_m 8 13 N\A N\A 37 N\A 41 6 4 -19 N\A N\A N\A N\A -24 -19 -29 -24
ftilt_m 8 13 N\A N\A 37 N\A 41 6 4 -19 N\A N\A N\A N\A -24 -19 -29 -24
ftilt_m 8 13 N\A N\A 37 N\A 41 6 4 -19 N\A N\A N\A N\A -24 -19 -29 -24
nair 3 6 8 35 42 17 49 14 8 0 0 -9 -28 -25 -30 -27 -38 -35
nair 3 6 8 35 42 17 49 14 8 0 0 -9 -28 -25 -30 -27 -38 -35
nair 3 6 8 35 42 17 49 14 8 0 0 -9 -28 -25 -30 -27 -38 -35
nair 7 23 8 35 42 17 49 10 6 -2 -2 -11 -26 -10 -28 -12 -36 -20
nair 7 23 8 35 42 17 49 10 6 -2 -2 -11 -26 -10 -28 -12 -36 -20
nair 7 23 8 35 42 17 49 9 6 -2 -2 -11 -26 -10 -28 -12 -36 -20
dsmash 5 6 N\A N\A N\A N\A 39 14 8 -25 N\A N\A N\A N\A N\A N\A -26 -25
dsmash 5 6 N\A N\A N\A N\A 39 14 8 -25 N\A N\A N\A N\A N\A N\A -26 -25
dsmash 5 6 N\A N\A N\A N\A 39 12 7 -26 N\A N\A N\A N\A N\A N\A -27 -26
dsmash 5 6 N\A N\A N\A N\A 39 12 7 -26 N\A N\A N\A N\A N\A N\A -27 -26
dsmash 9 10 N\A N\A N\A N\A 39 14 8 -21 N\A N\A N\A N\A N\A N\A -22 -21
dsmash 9 10 N\A N\A N\A N\A 39 14 8 -21 N\A N\A N\A N\A N\A N\A -22 -21
dsmash 9 10 N\A N\A N\A N\A 39 12 7 -22 N\A N\A N\A N\A N\A N\A -23 -22
dsmash 9 10 N\A N\A N\A N\A 39 12 7 -22 N\A N\A N\A N\A N\A N\A -23 -22
dsmash 13 14 N\A N\A N\A N\A 39 14 8 -17 N\A N\A N\A N\A N\A N\A -18 -17
dsmash 13 14 N\A N\A N\A N\A 39 14 8 -17 N\A N\A N\A N\A N\A N\A -18 -17
dsmash 13 14 N\A N\A N\A N\A 39 12 7 -18 N\A N\A N\A N\A N\A N\A -19 -18
dsmash 13 14 N\A N\A N\A N\A 39 12 7 -18 N\A N\A N\A N\A N\A N\A -19 -18
dsmash 17 18 N\A N\A N\A N\A 39 14 8 -13 N\A N\A N\A N\A N\A N\A -14 -13
dsmash 17 18 N\A N\A N\A N\A 39 14 8 -13 N\A N\A N\A N\A N\A N\A -14 -13
dsmash 17 18 N\A N\A N\A N\A 39 12 7 -14 N\A N\A N\A N\A N\A N\A -15 -14
dsmash 17 18 N\A N\A N\A N\A 39 12 7 -14 N\A N\A N\A N\A N\A N\A -15 -14
dsmash 21 22 N\A N\A N\A N\A 39 14 8 -9 N\A N\A N\A N\A N\A N\A -10 -9
dsmash 21 22 N\A N\A N\A N\A 39 14 8 -9 N\A N\A N\A N\A N\A N\A -10 -9
dsmash 21 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -11 -10
dsmash 21 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -11 -10
dsmash 25 26 N\A N\A N\A N\A 39 14 8 -5 N\A N\A N\A N\A N\A N\A -6 -5
dsmash 25 26 N\A N\A N\A N\A 39 14 8 -5 N\A N\A N\A N\A N\A N\A -6 -5
dsmash 25 26 N\A N\A N\A N\A 39 12 7 -6 N\A N\A N\A N\A N\A N\A -7 -6
dsmash 25 26 N\A N\A N\A N\A 39 12 7 -6 N\A N\A N\A N\A N\A N\A -7 -6
usmash 13 22 N\A N\A N\A N\A 44 19 10 -12 N\A N\A N\A N\A N\A N\A -21 -12
usmash 13 22 N\A N\A N\A N\A 44 15 8 -14 N\A N\A N\A N\A N\A N\A -23 -14
usmash 13 22 N\A N\A N\A N\A 44 8 5 -17 N\A N\A N\A N\A N\A N\A -26 -17
usmash 13 22 N\A N\A N\A N\A 44 8 5 -17 N\A N\A N\A N\A N\A N\A -26 -17
utilt 9 13 N\A N\A 37 N\A 39 12 7 -16 N\A N\A N\A N\A -20 -16 -23 -19
fair 16 20 12 38 51 25 54 15 8 -4 -4 -17 -18 -14 -26 -22 -30 -26
fair 16 20 12 38 51 25 54 15 8 -4 -4 -17 -18 -14 -26 -22 -30 -26

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