SSBM/Peach/Introduction

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< SSBM‎ | Peach

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.