Marth has always been somewhat heavier than Peach in Brawl. In B+ he also definitely falls faster, so he's a lot more resistant to vertical KOs, but is much more susceptible to being unable to recover from horizontal sends.
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...not really. His recovery has always been so-so.marth had good recovery. :V
Uh. Marth recovery was only so-so in normal Brawl. In Brawl+, it was poor, and then it was made worse with the removal of invincibility, and with ledge ranges being shortened its going to be even worse.Not really.
you're lowballing on how bad it is.
But we peaches love to **** recoveries, so yeah, why am I defending marth? >.>
Haaaeett Dsmash.Dsmash also sends at a long angle.
But I'm serious. Sets up for a good edgeguard vs Marth.
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This....Ironic you say that. >_>
i lol'd.Neko, stop trolling and/or complaining. Seriously, it is getting really annoying, and each post of yours makes you seem less and less respectful and deserving of respect in my eyes. Please stop being so whiny.
~SymphonicSage12
Looks good. Not very special, but every buff helps.Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50 Allows DA to link much more reliably and not be punished because the KB starts pushing them out of range of the 2nd hit. It can still miss in other ways, with reversible KB, SDI, or hitting an extended hurtbox.
I didn't really care, but I'm sure my fellow Peaches will love this.F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of ...Club->Pan->Racket->Club->Pan->Racket... Random Fsmash was bad. Strategic Fsmash is good. The opponent should also be able to figure out the pattern and be prepared to DI accordingly.
Yaaay :D-Pan +5 KBG (73 from 68) Frying pan is now an appreciable KO move worth the trouble for its lack of range.
So, the power has been nerfed, but at least we can now actually hit with the sweetspot. I like it.-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB] Sweetspot racket KB was way too high for how fickle the sweetspot was and for being far greater than pan and club KB.
So-weet! :D-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB] especially when considering the complete fail KB of the rest of the racket
That's good. Overall, Fsmash has been buffed. :D-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot) Damage and hitlag increased for a more dramatic effect on connection.
Mehh, not a problem for me, I can easily live with it. I almost always only hit with the 'sweetspot' anyway.N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG] The sheer amount of damage Peach can pull off on a fresh stock in a matter of 3 seconds was agreed to be somewhat objectionable. This is mostly due to the double hit trick with Nair and Bair and the damage/effectiveness of Dair.
Mehh, I don't know if I like a reversible Fair. But you said it's better, so I guess it's good.F-Air:
-Knockback now able to reverse hit if positioned with them behind you Allows you to take advantage of Fair's higher KB in some cases of positioning or exploiting normal DI response. Reverse hit can also be detrimental for the same reasons if mispositioned.
But we can still jab after a Fair, right?-Hitlag Multiplier: 1.00x->1.60x Primary reason was to reduce the current advantage on shields by 3 frames.
I can also live with this, same as Nair. Besides, the full animation is faster, and that's good.B-Air:
-Can now be IASA frame 50 (down from 56) Was dreadfully slow with full animation. Now has the same IASA as Nair.
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG] See Nair note. Do understand that the initial hitboxes of these moves have not been altered.
D-Air:
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG] Another aerial damage tone down. The move is still every bit as effective at starting combos.
Lol, I guess this can now kill at like 180%? Yaaay...F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40] Another rather unimpressive KO option Peach has now.
Hope it's better now.D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG] A buff only against unfamiliar players.
Ehh ok. Not very helpful, but well, it's a buff.Neutral B:
-Spores fired no longer clash with other hitboxes The move should now work much more reliably against attacks that have lingering hitboxes.
I guess this is a small nerf. I can live with that.Side-B:
-KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23°]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23°] Old setting was comically powerful at the edge.
I find this the best buff. I don't care about a non-random Fsmash, and Fthrow probably isn't much better. But I already like this one. Now it's more reliable for killing, edgegaurding and comboing, which is amazing, and we can juggle! :D And the landing thing gives more depth. It's also more reliable for recovering from above, as we can land quicker and opening the parasol is also quicker.Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60 The move is somewhat more reliable at linking to the end and may open the way for combos.
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed Allows better juggling ability by repeatedly opening and closing the parasol, and allows you to go into FF quicker when closing the parasol.
-Landing with umbrella up and open at 2x speed. A skill based lag reduction. If you don't do it in time, you'll just have full landlag. If you do it too early, you may wind up having more lag than if you just FF the whole thing to start. 2nd attempts with shortening the landlag are not realistic due to the time required to reclose/reopen the parasol.
Ooh, so it was HERE. I never realized lol.Why would you use your post 5,000 on such a thing?
Which defeats her whole purpose on teams.^ Ya, I actually do know a ton of combos lol.
Anywho, I really like the new fthrow. It reminds me of meleeIt seems Peach is now a little worse at racking up damage but a little better at killing.
^ Ya, I actually do know a ton of combos lol.
Anywho, I really like the new fthrow. It reminds me of meleeIt seems Peach is now a little worse at racking up damage but a little better at killing.
Whoah whoah man slow down here. No need to worry, Peach is still good at racking up damage, just not QUITE as good at it as she was before, but its still definitely her strong point.Which defeats her whole purpose on teams.
I haven't played the new set yet(**** sd slot) But looking at the changelist it seems like she got buffed in ways she shouldn't have. Although im probably solo on this so i wont even complain. I am glad about the new fsmash though.
Am i the only one who think peach should not have **** near 10 ko moves? Considering how crazy of a damage builder she is?Whoah whoah man slow down here. No need to worry, Peach is still good at racking up damage, just not QUITE as good at it as she was before, but its still definitely her strong point.
Well, IMO:
If you want a cheap wh0re, go METAKNIGHT. Peach is hard-to-get.
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He said wh0re not bat. lolfixed.![]()
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