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Peach's Killing Percents

Nose

Smash Apprentice
Joined
Jul 25, 2014
Messages
147
Location
Charlotte, NC
NNID
Jecolo
This is a continuation of my study on Peach's killing percents!
From now on, instead of making lots of little threads, I'll just make one big thread with all the information. I'll leave the tilt thread up because there is different discussion there.

The average weight for all fighters, including mii fighters and excluding Shulk's monado forms, is ~95.5.
The closest fighters to this weight are Pacman, Sonic, and Robin with 95, and Pit, Dark Pit, and Wii Fit Trainer with 96.

So, I'm doing all my data on Pacman. Poor lil guy.

Of course, only Omega stages. No vectoring with CPUs, so expect a slightly higher threshold when facing other players. Rage effect doesn't seem to affect KO percentiles.




Peach's Smashes

Up Smash
Normal - Fully Charged 90%, Uncharged 132%
Sweetspot - Fully Charged 58%, Uncharged 91%

Wow, this move is strong! Extremely powerful when hit with the sweetspot, which is the tip of the hand while spinning and the arm while it's being raised. When hit without the sweetspot, the opponent will fly with a more horizontal arc; otherwise, when sweetspotted the opponent will fly straight up. Much easier to hit with the sweetspot on the ground when your back is facing the opponent, rather than facing towards each other. Expect the percents to be ~5% more generous when you hit them in the air with it. Amazing finisher, especially for recovering foes.
Does 12% uncharged and 16% charged normal.
Does 15% uncharged and 21% charged sweetspotted.

Forward Smash

Racquet (at ledge) - Fully Charged ~66%, Uncharged ~100%
Racquet (center stage) - Fully Charged ~110%, Uncharged ~159%

Racquet sends people on a very horizontal path in the air, making it great for setting up edgeguard scenarios. The less vertical space the opponent has to work with, the better our position is to stop them from returning. It's rather weak, but can serve as a nice repelling tool for opponents foolish enough to recover on the stage too low.
Does 13% uncharged, 18% charged.

Club (at ledge) - Fully Charged ~71%, Uncharged ~109%
Club (center stage) - Fully Charged ~106%, Uncharged ~157%

Club is the equalizer between the racquet and the pan. It sends opponents on a somewhat horizontal trail that increases in vertical knockback as the percent gets higher, snugly between the horizontal and vertical knockback of the racquet and the pan, respectively. It kills slightly higher than the racquet, but has it's worth in it's range and ledgepoking abilities. Despite what I thought, there isn't a sweetspot at the ball of the club; it's the same throughout the hitbox.
Does 15% uncharged, 21% charged.

Pan - Fully Charged 64%, Uncharged 104%

Pan is a fantastic option when you want to finish off your opponents. The vertical knockback it provides is usually a bit too much to solidify juggling options, but the numbers prove it's a weapon that is capable of closing out a stock, so it's worthy of charging a bit before letting go. Don't be fooled by it's small appearance, either; the thing has quite a bit of range on it.
Does 18% uncharged, 25% charged.

Down Smash
At ledge - Fully Charged ~114%, Uncharged ~146%
Center stage - Fully Charged ~160%, Uncharged ~210%

Peach 3's down smash hasn't got the capability of Melee's, but it's got redeeming damage racking qualities, a wide hitbox ideal for punishing roll abusers, a lengthy attack animation that buys you some time to think, and a long hitbox duration that usually catches people recovering near the ledge. I'm not so sure of it's stage spiking abilities, but I wouldn't doubt it on floating Omega stages. Definitely not meant as a finisher, but if you're having trouble with someone playing footsie on the ledge at high percents, down smash isn't a bad option.
Does 5 hits.
Uncharged, the hits deal 3%, 2%, 3%, 3%, and 3% for a total of 14%.
Charged, the hits deal 4%, 3%, 4%, 3%, and 4%, dealing 18% altogether.




Peach's Aerials

Up Air
Short hop height ~176%,
Full hop height ~163%,
Double jump height >125%

Up air is a great move for juggling, and can pretty solidly nab the kill for opponents trying to recover high at above 100%, esp. lighter opponents. Has a disjointed hitbox, so good anti-air. Fun to juggle people off-stage with.
2 consecutive hits.
The first hit deals 4%, and the second deals 6% for a total of 10%.

Forward Air
At ledge ~92%
Center stage ~128%

Forward air is fantastic to edgeguard with. Chain a few in a row on the opponent, and they won't be recovering. It kills relatively early, especially for a character like Peach, and is great at pushing opponents away, so give this move high priority when thinking of your options on a recovering or approaching character.
Does 15%.

Down Air
At ledge ~230%
Double jump height ~180%

Down air is very good to chain into other aerials. At lower percents, esp. on heavyweights, down air --> forward air is a guaranteed combo for 26%. Can break a full shield with two consecutive attacks, so good for shield pressure. First three hits have a pulling effect, last hit has relatively small knockback.
Deals 4 hits.
First 3 hits deal 2% each, last does 5% for a total of 11%.

Back Air
At ledge ~122%
Center stage ~162%

Back air has decent knockback, so it's good as a mixup from forward airs to keep people from the ledge. It's quick speed is good for counterattacking after your opponent whiffs on your shield. It's not necessarily powerful, but it's an okay move all around. Not a bad idea to utilize these in your arsenal when your other options are limited.
Does 12% with an interesting sourspot that deals 7%.

Neutral Air
At ledge ~125%
Center stage ~164%

Neutral air has good knockback and it's very fast with relative little ending lag, making it a great move to ground float. Space this move when approaching the opponent and follow up with a down tilt to establish your area on the stage. Very important move, as it's a very viable attack in the neutral game when paired with the down tilt for follow ups. You can close the stock off-stage when the opponent tries to recover low with a quick nair.
Does 13%.




Peach's Tilts

Up Tilt
Normal - ~200%
Sweetspot - 146%
Sourspot - >210%

The funny thing about up tilt is that there is a sweetspot on the lower part of her body and the surrounding area, as she's raising her arm. The main heart of the up tilt doesn't kill until around 200%, at the very tip of the heart hurtbox. If you sourspot it somewhere in the middle or the side of the heart, it won't kill until somewhere above 210% usually. I tested it on ZSS as well, to understand the specifics. ZSS will die at 138% sweetspotted, but because she is taller than Pacman, the heart will hit her head if you get too close, and you get a sourspotted up tilt. Interesting move. Watch out for spacing with taller characters if you want the sweetspot.
Deals 10% sweespotted.
Deals 8% unsweetspotted.

Forward Tilt
Sweetspot - 153% air, 162% ground
Normal - 182%, air and ground

Forward tilt has a sweetspot, at the tip of the heel while being raised. If you nab the opponent with the sweetspot as they are approaching from the air, you'll kill about 10% earlier than if they were approaching from the ground. As far as I can tell, both air and ground approaches succumb to the rest of the hitbox at ~182%.
Does 8% sweetspotted.
Does 7% normally.
Does 6% at sole of shoe, raised.

Down Tilt
Normal - 234%
Sweetspot - 228%

Down tilt is pretty straightforward. Has good vertical knockback and great hitstun esp. at higher percents. Nothing too unique about the hitbox, the tip of the hand swiping does kill slightly earlier than the rest of the arm. It can potentially meteor smash the opponent, but good luck nailing it offstage. Much better used as a follow up to nair and a set up for aerials.
Does 7% regardless.
Deals 7% regardless.




Peach's Dash and Slap

Peach's Dash
Kills at about 148% if both hits connect.
The first hit deals 4% and the second 6%, the reverse of up air.
Pretty good move, as it sends the opponent upwards. Comes out fast, too, and the two hits can take opponents by surprise. There are better options, but this is good for people who approach running on the ground too often.

Peach's SLAAAP!
Kills around 463% if both hits connect.
The first hit deals 2% with set knockback, so you ain't killin with that.
The second hit deals
3% damage with amazingly strong knockback at percents above 463%.
Good for disrupting and surprising opponents, as it comes out fast, but use them in a pair. She surprisingly has a lot of cooldown after both slaps if not used in succession, so only doing the first one will leave the opponent close enough and you vulnerable long enough to counterattack.



All I've got left are the specials! I'll edit it up with that later.
 
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Nose

Smash Apprentice
Joined
Jul 25, 2014
Messages
147
Location
Charlotte, NC
NNID
Jecolo
Is there any way to change the title?
I'm stuck with the misnomer of just smashes as of now.
 

Nose

Smash Apprentice
Joined
Jul 25, 2014
Messages
147
Location
Charlotte, NC
NNID
Jecolo
Thanks for that!

Anyway, throughout my play online, while incorporating my data and exercising my new strategic, knowledgeable muscles,
I've collected...


THE BEST WAYS TO KILL YOUR OPPONENT


UP SMASH above 90%

sweetspotted will kill a lot of characters, especially as they're trying to recover. Also, if you time it right, you'll actually beat out a lot of dairs. Very good move to kill people with. If you can predict your opponents roll, you can up smash them for a potential kill/up air/fair follow up.
(jiggy gettin destroyed by upsmash at 91%)

FAIRS AT LEDGE above 90%
will kill most people attempting to recover. Unless they've got an outstanding recovery, like Lucario's or Greninja's, they won't be coming back easily. Plus, fair at the ledge above 90% will guarantee a very good edgeguard situation for you regardless. Easily the move I use most often to kill my rivals.
(great range, can hit with swipe of crown)
(can hit up close and personal)

(can completely wreck robin)

ANY OF YOUR FORWARD SMASHES AT THE LEDGE above 100%
is a pretty solid way of killing someone. Concentrating on the current situation probably won't lead you to look at the bottom screen, but when it comes to gimping (and to a lesser extent edgeguarding), it's important to know your opponent's percent. If you see that he's flying above 100%, hit him with a forward smash to close the stock. No need for down smashes unless they recover low; damage building isn't important anymore.
(peach playing diddyball)
(diddy is not amused)

TURNIPS OFF-STAGE WHENEVER
are a fun and extremely satisfying way to kill someone who's recovering off-stage. Turnips to the noggin won't do much if you throw them off at lower percents, but once you get them steamin', a turnip can be all you need to confirm the kill off a recovering opponent. If your opponent uses a character with an outstanding recovery so that they can return from afar and you cannot fair or nair them with accuracy, a well thrown turnip can finish the character off.
(lol)

NAIRS OFF-STAGE above 110%
kill solidly, practically every time. I don't see this done often enough. When you get an opponent off-stage but they're too quick to land a fair on or they opt low for the ledge so you can't forward smash them, a nair to the face is an effective and ensured way to get the kill. Build up your edgeguarding arsenal; going for a fair every time will eventually prompt an airdodge, and always forward smashing will lead to patient counterattacks. Nairs are quick, dirty, and another solid method of execution off-stage.
(luigi, 120ish%; he never gets a break)
(poor loogy)

BACK THROWS and BAIRS AT LEDGE above 125%
are a good way of closing out a stock if you can't seem to nail the edgeguard. Bair is a great counterattack for attacks on shield, and back throws are a great option for shield huggers. Use these two moves interchangeably to nab the kill.
(the starfox crew has seen better days)
(falco personally prefers the bair)

DOWN SMASHES AT LEDGE above 130%
are an effective move to throw out if you don't feel confident swooping down for a nair. Foes that recover low often must hug the ledge for a while before re-entering solid ground; time this smash right, and you can send them flying with red lightning off the edge.

With all the previous tactics combined, you should be DOMINATING the ledges of the stage from 90% UP, making your opponent FEAR YOU at the ledge.
You should be finishing off opponents within the range of 90% - 130% with these strategies.
However, if somehow you are FAILING as a PEACH MAIN in your current stock, don't beat yourself up.
There are some methods to kill opponents onstage, but you'll have to work those percents harder for them.


That being said,
UAIRS from 110% - 160% and above
are crazily unpredictable in when they will kill. You can, on lighter characters, kill as soon as 110%! Of course, heavier characters will take longer to kill, sometimes even going above 160% at double jump height, but think about your matchup and know how heavy your opponent's character is; throw this move out when you've got an open opportunity, esp. if they are light.

(jiggly gettin owned by upair at 107%)

UP TILTS from 140% - 170% and above
are a good OoS option, and can more-or-less reliably kill above 140%. I personally haven't had much luck with landing it, but it doesn't have the greatest range. Up tilt sweetspotted is a very good finisher at mid-100%s, and is the fastest option OoS out of killing moves onstage, however. The only reason I wouldn't use it as often is because up smash can out-prioritize it at times; it doesn't hurt to try seeing as how fast it is, though, so remember to use this move.

FORWARD TILTS above 150%
are a quick, unprecedented and very solid way of finally pinning out that stock if you're struggling to KO your opponent. They come out relatively fast, have very good range, and are great punishers for attacks on shield and air approachers. The data says to allocate around 20% more until you can use these reliably as killing moves, but I've had good fortune with this move around 150%. Give this move high priority if you are having trouble.

DASH ATTACKS above 150%
are slightly less useful than the tilts because of their predictability and how punishable they are (most people are shield hugging at this percent), but common sense dictates how to use it; it's a fast and effective punisher for high lag moves far away from you. If you often approach with aerials or glide toss your turnips, this is a decent surprise move. The second hit can catch opponents off-guard. Go for forward and up tilts if you can, go for the dash attack if it's viable.


As a general rule,
Peach's specials alone do not kill. You can try with the Up-B at higher percents if you're feeling wacky and creative, but Side-B refuses to kill until around 200% and stitch is so knocknerfed it hurts my soul to write about it.



If you have any other ways or modifications you want to add or subtract from the list, please say so! I want it to be a comprehensive guide, if only for myself (and others if you find it helpful).
 
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