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[Melee] Peach Data (Not finished)
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[Melee] Peach Data (Not finished)
[Disclaimer: This isn't close to being half-finished. Please don't comment, I'll be finishing this up later today. I'd be finishing it now if it wasn't for a small image malfunction.]
Currently, Peach is 6th in the S tier, the highest ranked of any Mario character (not including sub-series, though she is still ranked higher than them, too). Her float cancel gives her a fantastic aerial game, and she can play mindgames by using Toad. Peach also has good chaingrabbing abilities, which is particularly useful against higher tiered characters. She is also the owner of one of the best projectiles in the game. Additionally, Peach's recovery is among the best in the game, with many options available to her, allowing her to recover at almost any angle. However, Peach's primary flaw is her light weight and floatiness, which makes her more susceptible to KOs, especially on the upper blast lines. Additionally, her slow dash and weak ground attacks, save for her down smash, impair her approach while on the ground.
Fun Fact: Peach is my waifu.
Moveset:
Neutral Attack: 1-3%. Slaps the opponent twice.
The first hit is usually used to start combos.
Forward Tilt: 3-13%. Does a 180 degree kick.
Capable of seriously juggling heavies at low percentages if they lose their second jump. Can KO opponents above 120%.
Up Tilt: 6-12%.
Bashes her crown upwards. Does not have much combo potential, but can be followed up by correctly spaced aerials and Peach Parasol.
Down Tilt: 6-12%.
Sweeps the ground with her arm and hand. It meteor smashes if the opponent hits her forearm and not her hand. The meteor smash is usually used over the ledge against aerial or recovering opponents. The meteor can KO grounded opponents under 150%. This meteor smash is moderately difficult to land on aerial opponents because of its small hitbox and can only be used effectively over a ledge to KO. Whether this attack is sweetspotted or sourspotted on grounded opponents, it has good combo potential, as it can set up floating aerial strings.
Dash Attack: 3-12%.
Called "the push" by most competitive players, the attack makes Peach lunge forward and split her hands apart. Good for juggling opponents at low damage percentages, and makes for a fantastic combo starter, as it can be follow up by all her aerials, up tilt, and even Peach Parasol for flashy plays. It can also set up her up throw chaingrab. Overall, an integral move in Peach's competitive metagame.
Forward Smash: 17% (Pan), 12% (Tennis Racket), (Sour)13%-15%(Sweet) (Golf Club).
Swings one of the following. Damage and knockback vary with each weapon, though all three possess very low knockback.
---Frying Pan - Strongest of the three, KOing at about 120%. Sends opponents upwards.
---Tennis Racket - Weakest of the three, uncharged hit does not KO until ridiculously high percentages. Good for edgeguarding.
---Golf Club - Sweetspot at tip is somewhat powerful, KOing at 130% if fully charged. Sourspot, however, will not KO until over 200% regardless of charge. Good for edgeguarding.
Up Smash: 8-25%. Quick upwards slap.
If sweetspotted (located her palm and her hand), the attack sends 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. When sourspotted, it can combo into an aerial attack against fastfallers at high percentages.
Down Smash: 6-95% (This is no typo, it can reach up to as high as 95%).
Spins around to the ground, multiple hits. This move has extremely high horizontal knockback if it is fully charged and multiple hits land. If the opponent is above 100% it has moderate horizontal knockback scaling since it deals only one hit on opponent, but it can KO at high percentage if first hit landed. Deals more damage, if the opponent attempts to crouch cancel or two metal opponents is very close to Peach. Multiple hits are semi-spikes. Most damaging move in Melee. Can be used to shield stab opponents. When fully charged and multiple hits land, this move can KO opponents at low percentage under 20% due to the very powerful semi-spike. Multiple hits cannot hit opponents above 100%. Hits 5 times.
Special Moveset:
Neutral Special: Toad. 18%. (Total) Holds a Toad in front of herself, being a counterattack. When an attack hits Toad, he will fire spores at the opponent, with the spores having the same knockback regardless of the attack countered. The spores themselves can be absorbed. Compared to moves such as Fox's Reflector and Marth's Counter, it is somewhat laggy. Hits 6 times.
Side Special: Peach Bomber. 16%. (Ground), 18% (Air) Lunges forward.
If Peach hits opponent, it will produce an explosion and knock them away.
Up Special: Peach Parasol. 11% (Total), 3% (Flying Hits).
Jumps upward while holding her parasol, a recovery move. Her parasol allows her to descend very slowly (similarly to the Parasol item), and it is possible to put the parasol down at any time to fast fall - it is even possible to put the parasol back up. The parasol itself does slash damage. Can be used as a followup to an up tilt and dash attack. The Parasol initially hits 8 times, then can cause additional damage to any character who hits the top.
Down Special: Vegetable 11-41%. Depending on the vegetable/item.
Pulls out a vegetable, which can be used as a projectile.
Vegetable Damage Pull Rate
Smile 13% 60.34%
Frown 13% 10.34%
Asleep 13% 8.62%
Wink 17% 6.9%
Curve-Eye 13% 5.17%
Wide-Eye 13% 5.17%
Dot-Eye 23% 1.72%
Stitch-Face 41% 1.72%
Mr. Saturn 11% 0.33%
Bob-Omb 35% 0.33%
Beam Sword — 0.33%
Neutral Aerial: 4-14%. Twirls in the air.
Can KO at high percentage. Good OoS option because of its speed (frame 2).
Forward Aerial: 8-15%.
Bashes her crown in front of her for huge knockback. It is arguably her best aerial for KOing. If spaced correctly, a float canceled, falling fair can combo into a dash attack.
Back Aerial: 5-14%.
Bashes her rear backwards for good knockback. Has passable power for it to be a finisher. Good OoS option.
Up Aerial: 7-14%.
A quick kick at an upwards angle. Can KO opponents at above 110%.
Down Aerial. 1-11%.
Kicks downward four times. Good combo starter but deals low damage and produces barely any knockback. This attack's hitboxes push the opponent upward and can easily set up a KO from a neutral aerial, forward aerial, or back aerial depending opponent's DI. Hits 4 times.
Grabs:
Pummel: 1-3%
Stomps opponent with foot.
Forward Throw: 1-10%. Slaps the foe in front of her for very good knockback. Strongest forward throw in the game.
Back Throw: 6-11%. Puts opponent behind her and hits them with her rear.
The throw can KO opponents above 170% if used near the edge.
Up Throw: 4-9%. Pushes the opponent forcing them up.
Can chaingrab characters with moderate to floaty falling speeds at 0%. Fastfallers must be around 40% damage in order to chain grab this way. She can finish with an up smash or an aerial.
Down Throw: 3-7%. Puts opponent down and sits on them.
Can chaingrab floaty characters, heavyweights and fastfallers at high percentages.
Floor attack (Front) 6% Swirls herself around in a similar fashion to Mario's down smash.
Floor attack (Back) 6% Swirls herself around in a similar fashion to Mario's down smash.
Edge attack (Fast) 6% Launches herself off the ledge to a short distance on the stage, rear first.
Edge attack (Slow) 10% 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.
Currently, Peach is 6th in the S tier, the highest ranked of any Mario character (not including sub-series, though she is still ranked higher than them, too). Her float cancel gives her a fantastic aerial game, and she can play mindgames by using Toad. Peach also has good chaingrabbing abilities, which is particularly useful against higher tiered characters. She is also the owner of one of the best projectiles in the game. Additionally, Peach's recovery is among the best in the game, with many options available to her, allowing her to recover at almost any angle. However, Peach's primary flaw is her light weight and floatiness, which makes her more susceptible to KOs, especially on the upper blast lines. Additionally, her slow dash and weak ground attacks, save for her down smash, impair her approach while on the ground.
Fun Fact: Peach is my waifu.
Moveset:
Neutral Attack: 1-3%. Slaps the opponent twice.
The first hit is usually used to start combos.
Forward Tilt: 3-13%. Does a 180 degree kick.
Capable of seriously juggling heavies at low percentages if they lose their second jump. Can KO opponents above 120%.
Up Tilt: 6-12%.
Bashes her crown upwards. Does not have much combo potential, but can be followed up by correctly spaced aerials and Peach Parasol.
Down Tilt: 6-12%.
Sweeps the ground with her arm and hand. It meteor smashes if the opponent hits her forearm and not her hand. The meteor smash is usually used over the ledge against aerial or recovering opponents. The meteor can KO grounded opponents under 150%. This meteor smash is moderately difficult to land on aerial opponents because of its small hitbox and can only be used effectively over a ledge to KO. Whether this attack is sweetspotted or sourspotted on grounded opponents, it has good combo potential, as it can set up floating aerial strings.
Dash Attack: 3-12%.
Called "the push" by most competitive players, the attack makes Peach lunge forward and split her hands apart. Good for juggling opponents at low damage percentages, and makes for a fantastic combo starter, as it can be follow up by all her aerials, up tilt, and even Peach Parasol for flashy plays. It can also set up her up throw chaingrab. Overall, an integral move in Peach's competitive metagame.
Forward Smash: 17% (Pan), 12% (Tennis Racket), (Sour)13%-15%(Sweet) (Golf Club).
Swings one of the following. Damage and knockback vary with each weapon, though all three possess very low knockback.
---Frying Pan - Strongest of the three, KOing at about 120%. Sends opponents upwards.
---Tennis Racket - Weakest of the three, uncharged hit does not KO until ridiculously high percentages. Good for edgeguarding.
---Golf Club - Sweetspot at tip is somewhat powerful, KOing at 130% if fully charged. Sourspot, however, will not KO until over 200% regardless of charge. Good for edgeguarding.
Up Smash: 8-25%. Quick upwards slap.
If sweetspotted (located her palm and her hand), the attack sends 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. When sourspotted, it can combo into an aerial attack against fastfallers at high percentages.
Down Smash: 6-95% (This is no typo, it can reach up to as high as 95%).
Spins around to the ground, multiple hits. This move has extremely high horizontal knockback if it is fully charged and multiple hits land. If the opponent is above 100% it has moderate horizontal knockback scaling since it deals only one hit on opponent, but it can KO at high percentage if first hit landed. Deals more damage, if the opponent attempts to crouch cancel or two metal opponents is very close to Peach. Multiple hits are semi-spikes. Most damaging move in Melee. Can be used to shield stab opponents. When fully charged and multiple hits land, this move can KO opponents at low percentage under 20% due to the very powerful semi-spike. Multiple hits cannot hit opponents above 100%. Hits 5 times.
Special Moveset:
Neutral Special: Toad. 18%. (Total) Holds a Toad in front of herself, being a counterattack. When an attack hits Toad, he will fire spores at the opponent, with the spores having the same knockback regardless of the attack countered. The spores themselves can be absorbed. Compared to moves such as Fox's Reflector and Marth's Counter, it is somewhat laggy. Hits 6 times.
Side Special: Peach Bomber. 16%. (Ground), 18% (Air) Lunges forward.
If Peach hits opponent, it will produce an explosion and knock them away.
Up Special: Peach Parasol. 11% (Total), 3% (Flying Hits).
Jumps upward while holding her parasol, a recovery move. Her parasol allows her to descend very slowly (similarly to the Parasol item), and it is possible to put the parasol down at any time to fast fall - it is even possible to put the parasol back up. The parasol itself does slash damage. Can be used as a followup to an up tilt and dash attack. The Parasol initially hits 8 times, then can cause additional damage to any character who hits the top.
Down Special: Vegetable 11-41%. Depending on the vegetable/item.
Pulls out a vegetable, which can be used as a projectile.
Vegetable Damage Pull Rate
Smile 13% 60.34%
Frown 13% 10.34%
Asleep 13% 8.62%
Wink 17% 6.9%
Curve-Eye 13% 5.17%
Wide-Eye 13% 5.17%
Dot-Eye 23% 1.72%
Stitch-Face 41% 1.72%
Mr. Saturn 11% 0.33%
Bob-Omb 35% 0.33%
Beam Sword — 0.33%
Neutral Aerial: 4-14%. Twirls in the air.
Can KO at high percentage. Good OoS option because of its speed (frame 2).
Forward Aerial: 8-15%.
Bashes her crown in front of her for huge knockback. It is arguably her best aerial for KOing. If spaced correctly, a float canceled, falling fair can combo into a dash attack.
Back Aerial: 5-14%.
Bashes her rear backwards for good knockback. Has passable power for it to be a finisher. Good OoS option.
Up Aerial: 7-14%.
A quick kick at an upwards angle. Can KO opponents at above 110%.
Down Aerial. 1-11%.
Kicks downward four times. Good combo starter but deals low damage and produces barely any knockback. This attack's hitboxes push the opponent upward and can easily set up a KO from a neutral aerial, forward aerial, or back aerial depending opponent's DI. Hits 4 times.
Grabs:
Pummel: 1-3%
Stomps opponent with foot.
Forward Throw: 1-10%. Slaps the foe in front of her for very good knockback. Strongest forward throw in the game.
Back Throw: 6-11%. Puts opponent behind her and hits them with her rear.
The throw can KO opponents above 170% if used near the edge.
Up Throw: 4-9%. Pushes the opponent forcing them up.
Can chaingrab characters with moderate to floaty falling speeds at 0%. Fastfallers must be around 40% damage in order to chain grab this way. She can finish with an up smash or an aerial.
Down Throw: 3-7%. Puts opponent down and sits on them.
Can chaingrab floaty characters, heavyweights and fastfallers at high percentages.
Floor attack (Front) 6% Swirls herself around in a similar fashion to Mario's down smash.
Floor attack (Back) 6% Swirls herself around in a similar fashion to Mario's down smash.
Edge attack (Fast) 6% Launches herself off the ledge to a short distance on the stage, rear first.
Edge attack (Slow) 10% 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.
Flint- Rank "S" Hero
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Join date : 2014-10-30
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