Super Smash Bros. Cataclysm (Dingerfish)/Peach

Peach is a playable character in Super Smash Bros. Cataclysm. She is a returning veteran fighter from the Super Mario universe, and is an unlockable fighter.
Peach's identity as a fighter has remained essentially similar, with the same concept of strong aerials and a versatile combo game all revolving around her unique Float mechanic. Her moveset has thus more so been developed rather than overhauled, with brand new Specials meant to aid in her game plan and make her a more unique fighter. This is mainly through the introduction of her Vibe mechanic she controls through her Vibe Switch, which applies specific effects onto herself at the cost of certain attributes, while also affecting the rest of her specials. Otherwise, her core design philosophy of strong combos and shield pressure at the cost of weak kill power has remained similar.
== Attributes ==
Peach's attributes are strong and weak in some aspects. They mostly involve great aerial mobility with her high air speed and low fall speed at the cost of below average ground mobility, encouraging a playstyle focused around aerial combos and the use of Float. Her slightly below average weight also makes her vulnerable to strong attacks and punishes, making her high damage output counteracted by her weakness to strong hits. This makes Peach have to work around her vulnerability and poor mobility onstage by creating more of a threat using her Float to properly maneuver in the air and use her beneficial aerials alongside her Vibe Switch to excel in battle.
(All stats with character names next to them signify that these stats have changed since Ultimate to the values that the character name next to them had in Ultimate.)
Attribute 	Stat
Weight 	86 (Sonic)
Walk Speed 	0.924
Initial Dash 	1.63 (Mii Gunner)
Running Speed	1.507 (Ike)
Jump Height 	30.03
# Of Jumps 	2
Air Speed 	1.1 (Joker)
Fall Speed 	1.19
Traction 	0.087 (Jigglypuff)
Crawl 	No
Wall Jump 	No
Wall Cling 	No
== Gimmicks ==
Peach has two gimmicks meant to aid in her game plan.
=== Float ===
By holding down the jump input after a midair jump, Peach begins to hover in the air, with the capability to drift left and right and to use her Aerials and Specials during the Float. The Float can only be used once in the air, and can be cancelled at any time by letting go of jump. Additionally, by holding down the jump input while Peach is crouching, Peach can freely float above the ground. Float is always automatically cancelled after 3 seconds. This ability is incredibly useful across many different applications and is crucial to Peach's playstyle. In the air, Peach can use it to control space, edgeguard, and to recover, allowing her aerial movement to be unpredictable and dangerous to approach, especially in combination with her Specials. Above the ground, Peach can use her aerials to perform high-damage combos allowing her to rack up percent and possibly lead to a kill on her opponent.
=== Vibe ===
By using her Down Special, Peach uses her parasol Perry to select one of four vibes she can apply to herself, which last ten seconds at a time and applies certain passive effects alongside affecting her specials, at the cost of debuffing some of her attributes. A player can cancel Peach's Vibe by holding Down Special for two seconds, and using a Vibe has a cooldown of fifteen seconds once a Vibe's duration ends. The Vibe Switch UI is akin to the Monado Arts selection Shulk has for his Neutral Special. Peach also has a Vibe Gauge above her damage meter which signifies when she can switch Vibes, where when the gauge is full, Peach can use a Vibe prompting the gauge to deplete over the course of ten seconds, before slowly filling back up over the course of fifteen seconds, where Peach can use a Vibe again once the gauge is full. 
* Joy: Peach glows orange and gains a cyclone revolving around her. This creates a windbox around Peach's hurtbox which pushes fighters away. The Vibe also increases Peach's jump height, air speed, and run speed, at the cost of lowering her traction, her attack power, and her weight slightly. It also makes Peach have a 25% chance to pull a Fan from her Neutral Special, makes her Side Special deal a lot more knockback, and makes her Up Special travel further vertically.
* Rage: Peach glows red and is engulfed in a fiery aura. This makes fighters take 8% per second when making contact with Peach. The vibe also increases Peach's attack power, weight and initial dash, at the cost of dramatically lowering her jump height and air speed. It also makes Peach have a 25% chance to pull a Psych Bomb from her Neutral Special, makes her Side Special deal a lot more damage, and makes her Up Special also deal more damage.
* Gloom: Peach glows blue and gains a rain cloud constantly pouring onto and nearby her. This makes fighters hit by the raindrops take small flinching damage. When the vibe ends, the rain cloud stops in place for a second and releases a short-ranged lightning bolt below itself, dealing high damage and knockback to any fighter (including Peach) hit by it, with the sweetspot serving as a spike. The vibe also slightly increases Peach's weight and lowers her fall speed. This all comes at the cost of noticably lowering Peach's inital dash, run speed, and air speed. It also makes Peach have a 25% chance to pull a Pitfall from her Neutral Special, makes her Side Special pour raindrops below itself when shot out, and makes her Up Special pour raindrops below itself as well.
* Calm: Peach glows green and gains light sparkle particles floating around her. This vibe noticably reduces every single one of her attributes, including her attack power and knockback. This comes with the benefit of Peach regenerating 1% per second when not moving, as well as her regenerating 0.1x the damage every attack she lands. The vibe also uniquely debuffs Peach's specials, with her Side Special dealing less damage and travelling slower and her Up Special travelling less far vertically. Her Neutral Special is also changed where Peach has a 75% chance to fail, a 15% chance to pull a Healing Orb, and a 10% chance to pull a Stitchface.
== Moveset ==
=== Grounded Attacks ===
* Jab - Super Slap: Peach slaps forward and immeadiately backhands afterwards, in total dealing low damage and decent knockback. The first jab locks into the second hit, guaranteeing a follow-up into the second hit. This move serves function as a quick get-off-me tool for opponents too close to Peach, as well as its low startlag making the move a good option in case Peach needs to attack quickly. This move is a reference to the Super Slap item originating from Super Mario RPG: Legend Of The Seven Stars.
* Dash Attack - Kunai Rush: Peach attacks with both arms extended forward holding kunais before quickly spreading her arms out. The kunais create magical sparkles around them, which serve as weak hits of the move while the kunais themselves are the sweetspot. This move deals decent damage and knockback, and its high range make it a strong approach tool in neutral at early percents and a situational kill move at late percents. This move is a reference to the Ninja Peach transformation from Princess Peach: Showtime.
* Forward Tilt - Rapier Slash: Peach slashs a rapier upwards in front of her, dealing low damage and knockback. The attack for a Forward Tilt uniquely sends upwards, which with its high range allows it to serve as a great combo starter with the downside of moderately high startlag making the move punishable if missed. This move is a reference to the Swordfighter Peach transformation from Princess Peach: Showtime.
* Up Tilt - Royal Heart: Peach extends her arm upwards and creates a pink magic heart above her hand. The heart deals low damage and knockback, and the move's low starting lag and ending lag make it a decent combo extender for Peach's aerial combos. Additionally, hitting a teammate with this move heals them for 9%, which can be done once per stock.
* Down Tilt - Strike Of Intuition: Peach points her finger forwards in front of her, with the hitbox of the move being at a precise spot forth of her finger. This move is unique in which the effect of the move is unique depending on the state of the opponent hit by it. If the opponent is hit by the move while attacking, they take high damage and are buried. Otherwise, the opponent takes minimal damage, no knockback, and Peach is put into far more endlag making her vulnerable to a punish. The extended endlag is only applied if Peach fails the move, not if she misses. This move is incredibly risky due to the small hitbox that takes precision to land and the risk of being punished if the move fails, with a high reward if Peach manages to land the move successfully. This move is a reference to the Strike Of Intuition ability used by the Detective Peach transformation in Princess Peach: Showtime.
=== Smash Attacks ===
* Forward Smash - Peach Swinger: Peach swings forward with a bludgeon that depends on the angle inputted for the attack. With no angling, Peach swings her parasol Perry forwards, which has the most range, is the fastest and sends straight ahead. At an upwards angle, Peach swings a frying pan, which deals the most damage and has more upwards knockback, making it better for catching airborne opponents. The frying pan is a reference to the Frying Pan item Peach can wield in Super Mario RPG: Legend Of The Seven Stars. At a downwards angle, Peach swings a golf club, which sends at a low angle and deals the most knockback, making it good to use on the edge of the stage. The golf club is a reference to Peach's appearance in the Mario Golf series.
* Up Smash - Scratch Spin: Peach briefly dons figure-skating boots and performs a scratch spin, where she spins around with her arms spread out and gets her arms closer to begin spinning faster. The move deals decent damage and knockback, with the sweetspot being at Peach's crown. The player can also input left or right during the move's animation to slightly veer in the inputted direction as a way to mixup her positioning or catch opponents the move would otherwise miss. This move is a reference to the Figure Skater Peach transformation in Princess Peach: Showtime.
* Down Smash - Dress Edge: Peach spins rapidly clockwise on her left leg, using the edge of her dress to slash the opponent. This attack deals high multihit damage and knockback, serving as an excellent way to rack up damage and has the capability to send opponents at low angles making it difficult to recover if launched offstage. 
=== Aerials ===
* Neutral Aerial - Peach Spin: Peach spins around in the air with her arms extended, dealing decent damage and low knockback. This move's long-lasting and large hitbox make it an incredibly useful attack during landings, as a get-off-me tool, and especially as a combo starter or combo extender. At early percents, the move can lead into itself multiple times during Float combos alongside the rest of her Aerials due to its low startlag and endlag, and at late percents the move can be used as a situational kill move offstage. 
* Forward Aerial - Crown Knuckle: Peach strikes at a vertical arc with her crown forward. It deals high damage and decent knockback, serving as a strong combo finisher/edgeguarding tool for kills. The move is weakened by its long and readable windup making it somewhat predictable when used, alongside high endlag risking a punish if whiffed. 
* Back Aerial - Royal Mae Geri: Peach performs an aerial kick behind herself. This move deals decent damage and knockback, and its low startlag and high range make it a good edgeguarding option for getting early kills offstage at the cost of high endlag making it an unsafe move to use at risk of a self-destruct. This move is a reference to the Kung Fu Peach transformation in Princess Peachl: Showtime.
* Up Aerial - Rainbow Bridge: Peach swipes both of her arms above herself from left to right, creating two magical rainbows in their trails. The move deals decent damage and low knockback, and its capability to drag down opponents with the early hit or lock aerial opponents with the late hit helps it in starting or extending combos. The move also has good range both horizontally and vertically, making it great as an anti-air or for catching landings.
* Down Aerial - Princess Piston: Peach rapidly kicks downwards four times, dealing decent damage and low knockback. At early percents, the move's short windup alllows it to easily follow up into itself as well as other aerials in Peach's moveset. The move comes with great frame data both in terms of startlag and endlag, making it extremely useful in Peach's float combos and edgeguarding, as well as generally serving as an excellent combo starter and extender in her kit. 
=== Grabs & Throws ===
* Grab: Peach throws forward a lasso, catching any opponent within its range. This grab can be used in the air dealing low flinching damage, and can also tether onto the ledge as a situational recovery option or mixup. This Grab is a reference to the Cowgirl Peach transformation from Princess Peach: Showtime.
* Pummel - Cowgirl Kick: Peach kicks forward at the opponent caught in her lasso. 
* Forward Throw - Lasso Swing: Peach quickly swings her opponent around her before throwing them forward. The throw deals decent damage and knockback, and sends at a slightly low angle making it a strong throw for sending opponents offstage.
* Back Throw - Iron Hip: Peach throws the opponent behind her then thrusts them with her hip, dealing decent damage and high knockback. This serves as Peach's kill throw, being extremely effective at high percents especially when Peach is posiitoned near a blastzone.
* Up Throw - Parasol Eater: Peach traps the opponent within Perry The Parasol, where Perry racks up damage on the opponent before Peach flings the opponent into the air, dealing high damage and decent knockback. This throw is useful for racking up damage off of a grab at early-mid percents when a combo is not available. Using this throw also decreases the amount of time Peach's Vibe Gauge needs to refill if it is refilling. This move is a reference to Perry's ability to eat enemies to refill the Vibe Gauge in Super Princess Peach.
* Down Throw - Lasso Slam: Peach swings back the opponent in her lasso and slams the opponent on the ground in front of her, dealing decent damage and low knockback. This throw is extremely useful in starting combos due to its low knockback and can be utilized to rack up damage alongside leading into aerials and float combos.
=== Special Moves ===
* Neutral Special - Vegetable: Peach plucks a Vegetable from the ground, allowing her to throw it as an item dealing decent damage and low knockback. This move is integral to Peach's combo game, with the projectile's physics and the speed of throwing items make it an incredibly strong combo extender. This can be taken further by throwing the Vegetable up and positioning the opponent below it in anticipation for its fall, alongside throwing the Vegetable down at the opponent from above, which makes it bounce and may allow it to fall back down and hit the opponent again. (The Vegetable cannot bounce off of the opponent again unless Peach grabs it and throws it down at the opponent another time.) When Peach pulls the Vegetable during a pivot, she maintains her momentum from the pivot allowing her to mix up her movement off of the move and make it much safer. This can be combined with an initial dash to perform a "bonewalk," where Peach has even more momentum during the pull allowing her vary her movement greatly and close the gap with the move leading into a combo. Additionally, this move is affected by Peach's Vibe gimmick, where switching Vibes with her Down Special adds chances for Peach to pull a different item when using the move. With the Joy vibe active, Peach has a 25% chance to pull a Fan item. With the Rage vibe active, Peach has a 25% chance to pull a Psych Bomb from Super Mario RPG, which is a new explosive item with moderate damage and that scatters smaller explosive bombs when it detonates. With the Gloom vibe active, Peach has a 25% chance to pull a Pitfall item. With the Calm vibe active, Peach uniquely has a 75% chance to fail the move, a 15% chance to pull a Healing Orb item, and a 10% chance to pull a Stitchface Vegetable, which is an upgraded version of the Vegetable that does extremely high damage and knockback. This move is a reference to the mechanic of pulling Vegetables as items in Super Mario Bros. 2.
* Side Special - Vibe Crescent: Peach holds Perry the Parasol forth and charges for a second before shooting a slow moving crescent in front of her. This move deals low damage and knockback, with its slow movement speed in combination making it a weak move on its own. The move however becomes more useful when combined with a Vibe, where the crescent gains special buffs/properties that make it more useful. 
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