Many of us breathed a sigh of relief when Peach was revealed on the Dojo. Sakurai’s description of peach left me wondering if they’d changed much about her at all. Regardless ifSakurai is planning on changing or balancing her at all, we must consider what a more balanced Princess would play like.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817a-l1.jpg" title="peach_070817a-l1.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817a-l1.jpg" alt="peach_070817a-l1.jpg" height="274" width="332" /></a></p>
Rhough Peach isn’t weak by any means her B moves could use a little tweaking.<!--more-->
<strong>Turnip</strong>: (down+B) This move is magical. While standing, just hit down+B and you’ll pull up something useful (most likely a Turnip). You can hold ‘em, throw ‘em, or drop ‘em. All of these options can lead into some effective strategies. Like Link’s bombs this projectile is very versatile. It can do it all, except rest on the ground. These deadly pieces of produce even keep their hit boxes after colliding with enemy shields. This means they’re still dangerous as long as they’re still tumbling through the air. Most other projectiles and items in the game don’t have this ability. Some turnips hit hard. Some kill. And sometimes other items can be pulled randomly from the ground. With the ability to throw such items out of shield and the ability to catch and quickly throw again, this attack is a staple for any Peach player. It’s not hard to imagine what could be added to this move if you think back.
<ol>
<li>This move draws it’s history from Mario Bros. 2. In this game, you could pull up veggies from the ground just by standing over their leaves that were jutting out of the ground and pulling. But in this game it wasn’t all about pulling up plants. You could even pull up enemies, carry them around, and throw them around before they wiggled free. Now, it may be a little strange to give Peach the ability to hitch a ride on top of her enemies heads as they run and jump around, so I’ve come up with a practical solution. When footstool jumping with Peach, she’ll have an extra option to pick up her opponents. Just link of it like having Donkey Kong’s grab, but she can do it from the air. And she can float after picking things up like this. She’ll also be able to do this with crates, barrels, and physical projectiles (like Samus missiles). Be careful. If you grab something like a missle you might be carried away by it’s thrust!</li>
</ol>
<strong>Toad Counter:</strong> In a fleeting moment of weakness Peach can pull out her trusty Fungi Friend to take the hit for her. This is yet another move that falls under the counter category. Like Marth and Roy’s down+B, when this move comes out, if the enemy strikes in that critical window, the counter attack commences. With Roy the results can be devastating as he takes the power of the attack and adds to it before striking back. This is why his critical window is slow small and hard to time. Marth has a much bigger window, and a much weaker strike back. Peach has a smaller window than Marth, and a counter attack that’s less effective too. I don’t think this makes very much sense. With such a poor reward for using this move, it’s no wonder nobody does. It does have a few interesting things about it. If you use this move in the air Peach is suspended in air for a moment even when Toad is hit. Marth and Roy just fall out of the sky. Was this supposed to be Peach’s great trade off, because it’s not nearly good enough. Now to the list.
<ol>
<li>They should adjust Peach’s critical counter window according to how good the counter is. Even with the float, this move doesn’t have much of a practical purpose. Marth and Roy’s counters cover their whole body regardless of which direction they’re facing. Peach has to face the right direction for her counter to work. This hardly seems fair. What were they thinking?</li>
<li>The spores that shoot out of Toad’s body when he’s hit are useless. Because Peach’s counter doesn’t kill the enemy, and it hardly pushes them back at all, there is little purpose for deciding to take the risk to time this move. This is why I think the spores should attach themselves to the enemy and slow down their movement and moves. It would be like they’re fighting somewhat in slow motion. This would allow Peach to control the speed of her opponents. Taking the risk to slow them down could make all the difference. They’ll fall of on their on eventually. And just because a move is slow doesn’t mean it’s not dangerous. In fact, slowing down some moves may result in them being dangerous for longer periods of time. Peach’s will have to be careful.</li>
<li>The spores should be flammable and combustible. If any flame (from an attack, projectile, or the stage) touches these spores, they should explode in an explosion reminiscent of a bob-omb or a Falcon Knee. But where would Peach get the flames from you ask? I’m so glad you asked.</li>
</ol>
<strong>Peach Bomber</strong>: This wack-a-doodle move is well… wacky. It’s similar to Captain Falcon’s Raptor Boost (foward+B). Peach leans back a little only to lunch forward attacking. Unfortunately Peach doesn’t have the speed, range, or projectile dodging ability that Falcon has. Also, the explosion from successfully connecting the attack isn’t very strong, and it doesn’t set the enemy up for any other attacks. This attack is also very easy to dodge. Peach practically announces that the attack is coming giving the player plenty of time to dodge. The only use I’ve seen come out of this move is using it against a wall so that Peach rebounds back a little higher up than where she started. This technique is called Peach bombing. You don’t have to worry about it though. It’s a silly technique that’s banned because of how it was used on banned stages. So what can we do with this move?
<ol>
<li>If the enemy can be covered with combustible spores, then this move could easily go from weak to strong with just a little set up from a properly timed Toad counter. After all, this move is the only move that Peach has to set enemies on fire. It’ll still require some skill to pull off, but now the rewards can be much greater.</li>
<li>It would be interesting to incorporate this move into Peach’s floating ability. Missing this attack lands Peach on her rear end regretting having ever used the move. Perhaps Peach could extend the range of the attack by floating back for the “Huh” and then releasing the charge so that she zips back to where she begun with a “CHA.” I don’t recommend simply adding strength, speed, or priority to this attack because it’s doesn’t have to be augmented so obviously. In order to achieve diversity and depth, the move has to be connected to Peach’s other moves.</li>
<li>If there’s an explosion for this move, then there should be an explosion, and it should be treated like one. I already mentioned something about this on Link’s page.</li>
</ol>
<strong>Parasol</strong>: This dandy move is too good. It breaks all the rules of a recovery move, making Peach one of the most annoying characters when recovering. Peach, Samus, and Jigglypuff all have moves, techniques, and abilities that greatly stall their recovery process all the while retaining their maneuverability and priority. Aside from having a near broken floating ability, Peach can unleash an umbrella for even more air control. It comes out fast to catch you off guard or to crack through your defense/offense. It has a lot of priority so that even when you thought you had a clean hit on this “floating” duck, you will still probably lose in the interaction. After opening, it can be opened and closed quickly. Not only does this adjust Peach’s air speed allowing her to dodge when her options are supposed to be limited, but when she lands with the parasol down, she has very little lag. Recovery moves are supposed to have more lag the faster and better they are. That’s how the game is balanced, but I guess Peach just didn’t care about that stuff. She is royalty after all. When the parasol is simply held open it acts as a constant high priority hit box that can stop even the most accurate of attacks cold. Sorry guys, I’m going to make a list that makes the move more balanced and manageable. It must be done.
<ol>
<li>Peach should gather speed as she falls with the parasol open like Fox when holding the reflector in mid air. Melee is about knocking opponents off the stage. Using jumps to return to the stage is what the game is all about. So why does Peach have such a gravity defying move especially after having such a gravity defying float? If she’s going to keep her horizontal mobility with the parasol, then stalling like that should come at a price of altitude.</li>
<li>Being able to open and close the parasol is too much. When using recovery moves, players are supposed to have a limited number of options. This is important to he flow of the game. Being able to control the parasol so is almost giving Peach more control and options than she had before using her recovery move. After all, it gives her a hit box, maneuverability, and a way to land without much lag at all. This clearly breaks all the rules. So I say, if she closes her parasol, she shouldn’t’ be able to open it again unless she’s hit. If she’s in danger (which she should be. Edge guarding is a good part of the game) and she wants to take a dive, then let her take a dive. She’ll have to take the lag from her dive when she hits the ground. Closing the parasol and diving is supposed to be a last ditch effort to create some distance between Peach and her opponents. Most characters don’t get options like this at all, so no complaining.</li>
</ol>
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817c-l1.jpg" title="peach_070817c-l1.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817c-l1.jpg" alt="peach_070817c-l1.jpg" height="252" width="306" /></a></p>
<p align="center">Yeah. Peachy’s got it alright.</p>
I didn’t have much to say this time around because Peach is a really good character. Her smashes are unique even if here down smash is far too strong and versatile, and her air attacks are unique even if they have too much priority and strength. She’s almost balanced and fully fleshed out in Melee. She’s high tier for a reason.
Now for the <a href="http://youtube.com/watch?v=_rUgqSozCLE" target="_blank">chewing</a>.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817a-l1.jpg" title="peach_070817a-l1.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817a-l1.jpg" alt="peach_070817a-l1.jpg" height="274" width="332" /></a></p>
Rhough Peach isn’t weak by any means her B moves could use a little tweaking.<!--more-->
<strong>Turnip</strong>: (down+B) This move is magical. While standing, just hit down+B and you’ll pull up something useful (most likely a Turnip). You can hold ‘em, throw ‘em, or drop ‘em. All of these options can lead into some effective strategies. Like Link’s bombs this projectile is very versatile. It can do it all, except rest on the ground. These deadly pieces of produce even keep their hit boxes after colliding with enemy shields. This means they’re still dangerous as long as they’re still tumbling through the air. Most other projectiles and items in the game don’t have this ability. Some turnips hit hard. Some kill. And sometimes other items can be pulled randomly from the ground. With the ability to throw such items out of shield and the ability to catch and quickly throw again, this attack is a staple for any Peach player. It’s not hard to imagine what could be added to this move if you think back.
<ol>
<li>This move draws it’s history from Mario Bros. 2. In this game, you could pull up veggies from the ground just by standing over their leaves that were jutting out of the ground and pulling. But in this game it wasn’t all about pulling up plants. You could even pull up enemies, carry them around, and throw them around before they wiggled free. Now, it may be a little strange to give Peach the ability to hitch a ride on top of her enemies heads as they run and jump around, so I’ve come up with a practical solution. When footstool jumping with Peach, she’ll have an extra option to pick up her opponents. Just link of it like having Donkey Kong’s grab, but she can do it from the air. And she can float after picking things up like this. She’ll also be able to do this with crates, barrels, and physical projectiles (like Samus missiles). Be careful. If you grab something like a missle you might be carried away by it’s thrust!</li>
</ol>
<strong>Toad Counter:</strong> In a fleeting moment of weakness Peach can pull out her trusty Fungi Friend to take the hit for her. This is yet another move that falls under the counter category. Like Marth and Roy’s down+B, when this move comes out, if the enemy strikes in that critical window, the counter attack commences. With Roy the results can be devastating as he takes the power of the attack and adds to it before striking back. This is why his critical window is slow small and hard to time. Marth has a much bigger window, and a much weaker strike back. Peach has a smaller window than Marth, and a counter attack that’s less effective too. I don’t think this makes very much sense. With such a poor reward for using this move, it’s no wonder nobody does. It does have a few interesting things about it. If you use this move in the air Peach is suspended in air for a moment even when Toad is hit. Marth and Roy just fall out of the sky. Was this supposed to be Peach’s great trade off, because it’s not nearly good enough. Now to the list.
<ol>
<li>They should adjust Peach’s critical counter window according to how good the counter is. Even with the float, this move doesn’t have much of a practical purpose. Marth and Roy’s counters cover their whole body regardless of which direction they’re facing. Peach has to face the right direction for her counter to work. This hardly seems fair. What were they thinking?</li>
<li>The spores that shoot out of Toad’s body when he’s hit are useless. Because Peach’s counter doesn’t kill the enemy, and it hardly pushes them back at all, there is little purpose for deciding to take the risk to time this move. This is why I think the spores should attach themselves to the enemy and slow down their movement and moves. It would be like they’re fighting somewhat in slow motion. This would allow Peach to control the speed of her opponents. Taking the risk to slow them down could make all the difference. They’ll fall of on their on eventually. And just because a move is slow doesn’t mean it’s not dangerous. In fact, slowing down some moves may result in them being dangerous for longer periods of time. Peach’s will have to be careful.</li>
<li>The spores should be flammable and combustible. If any flame (from an attack, projectile, or the stage) touches these spores, they should explode in an explosion reminiscent of a bob-omb or a Falcon Knee. But where would Peach get the flames from you ask? I’m so glad you asked.</li>
</ol>
<strong>Peach Bomber</strong>: This wack-a-doodle move is well… wacky. It’s similar to Captain Falcon’s Raptor Boost (foward+B). Peach leans back a little only to lunch forward attacking. Unfortunately Peach doesn’t have the speed, range, or projectile dodging ability that Falcon has. Also, the explosion from successfully connecting the attack isn’t very strong, and it doesn’t set the enemy up for any other attacks. This attack is also very easy to dodge. Peach practically announces that the attack is coming giving the player plenty of time to dodge. The only use I’ve seen come out of this move is using it against a wall so that Peach rebounds back a little higher up than where she started. This technique is called Peach bombing. You don’t have to worry about it though. It’s a silly technique that’s banned because of how it was used on banned stages. So what can we do with this move?
<ol>
<li>If the enemy can be covered with combustible spores, then this move could easily go from weak to strong with just a little set up from a properly timed Toad counter. After all, this move is the only move that Peach has to set enemies on fire. It’ll still require some skill to pull off, but now the rewards can be much greater.</li>
<li>It would be interesting to incorporate this move into Peach’s floating ability. Missing this attack lands Peach on her rear end regretting having ever used the move. Perhaps Peach could extend the range of the attack by floating back for the “Huh” and then releasing the charge so that she zips back to where she begun with a “CHA.” I don’t recommend simply adding strength, speed, or priority to this attack because it’s doesn’t have to be augmented so obviously. In order to achieve diversity and depth, the move has to be connected to Peach’s other moves.</li>
<li>If there’s an explosion for this move, then there should be an explosion, and it should be treated like one. I already mentioned something about this on Link’s page.</li>
</ol>
<strong>Parasol</strong>: This dandy move is too good. It breaks all the rules of a recovery move, making Peach one of the most annoying characters when recovering. Peach, Samus, and Jigglypuff all have moves, techniques, and abilities that greatly stall their recovery process all the while retaining their maneuverability and priority. Aside from having a near broken floating ability, Peach can unleash an umbrella for even more air control. It comes out fast to catch you off guard or to crack through your defense/offense. It has a lot of priority so that even when you thought you had a clean hit on this “floating” duck, you will still probably lose in the interaction. After opening, it can be opened and closed quickly. Not only does this adjust Peach’s air speed allowing her to dodge when her options are supposed to be limited, but when she lands with the parasol down, she has very little lag. Recovery moves are supposed to have more lag the faster and better they are. That’s how the game is balanced, but I guess Peach just didn’t care about that stuff. She is royalty after all. When the parasol is simply held open it acts as a constant high priority hit box that can stop even the most accurate of attacks cold. Sorry guys, I’m going to make a list that makes the move more balanced and manageable. It must be done.
<ol>
<li>Peach should gather speed as she falls with the parasol open like Fox when holding the reflector in mid air. Melee is about knocking opponents off the stage. Using jumps to return to the stage is what the game is all about. So why does Peach have such a gravity defying move especially after having such a gravity defying float? If she’s going to keep her horizontal mobility with the parasol, then stalling like that should come at a price of altitude.</li>
<li>Being able to open and close the parasol is too much. When using recovery moves, players are supposed to have a limited number of options. This is important to he flow of the game. Being able to control the parasol so is almost giving Peach more control and options than she had before using her recovery move. After all, it gives her a hit box, maneuverability, and a way to land without much lag at all. This clearly breaks all the rules. So I say, if she closes her parasol, she shouldn’t’ be able to open it again unless she’s hit. If she’s in danger (which she should be. Edge guarding is a good part of the game) and she wants to take a dive, then let her take a dive. She’ll have to take the lag from her dive when she hits the ground. Closing the parasol and diving is supposed to be a last ditch effort to create some distance between Peach and her opponents. Most characters don’t get options like this at all, so no complaining.</li>
</ol>
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817c-l1.jpg" title="peach_070817c-l1.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/peach_070817c-l1.jpg" alt="peach_070817c-l1.jpg" height="252" width="306" /></a></p>
<p align="center">Yeah. Peachy’s got it alright.</p>
I didn’t have much to say this time around because Peach is a really good character. Her smashes are unique even if here down smash is far too strong and versatile, and her air attacks are unique even if they have too much priority and strength. She’s almost balanced and fully fleshed out in Melee. She’s high tier for a reason.
Now for the <a href="http://youtube.com/watch?v=_rUgqSozCLE" target="_blank">chewing</a>.