deepseadiva
Bodybuilding Magical Girl
Comparing the beam sword to each attack it replaces, we can gain insight on its spontaneous pros and cons.
Sword Jab
5% at base
4% everywhere else
Hits on frame: 4
Duration: 23
Shield stun: 1
Shield advantage: -14
Shield drop advantage: -7
Normal Jab
3% only the first jab
Hits on frame: 2
Duration: 19
Shield stun: 5
Shield advantage: -18
Shield drop advantage: ?
With the sword jab you trade for slight more power (+1%) and more range. The bad aspects are minimal, it's still relatively fast (4 frame), and in total lasts only 4 frames longer the the normal jab.
Overall, the normal jab still outclasses it in everything but range. The normal jab is more useful due it's speed as an interrupter and it's many followups; while the sword jab's general use is rather bland.
Sword Ftilt
8% at base and tip (Kills at 254%)
7% between (Kills at 284%)
Hits on frame: 9
Duration: 41
Shield stun: 2
Shield advantage: -30
Shield drop advantage: -23
Normal Ftilt
6-13% at varying ranges (Kills at 139-182%)
Hits on frame: 6
Duration: 36
Shield stun: 14
Shield advantage: -26
Shield hit lag: 10
The sword ftilt is built on lies. While flashy, the sword's ftilt is deceitful in only having longer range in front. That huge twirl you see? Nope, it's just for show. As shown in the images below, the ftilt has little to no hitboxes above, below, or even behind Peach. It's horizontal reach is not to be underestimated though - that thing has reach.
The normal ftilt meanwhile has a nice scoop that hits above and below Peach. Not to mention it's capable of KOing around ~130%, the sword only KOs after 250%.
The sword trades a vertical KO and an aerial sweep, for a ranged and misleading grounded stroke. The sword-throw makes up for the loss of an upwards KO move though, so overall the trade is decent.
Sword Fsmash
12% at base and tip (Kills at 150%)
11% everywhere else (Kills at 164%)
Hits on frame: 18
Duration: 59
Shield stun: 4
Shield advantage: -37
Shield drop advantage: -30
Normal Fsmash
12% as tennis racket (Kills at 99%)
15% as golf club (Kills at 131%)
18% as pan (Kills at 135%)
Hits on frame: 15
Duration: 40
Shield stun: 13 (tennis), 15 (golf), 17 (frying pan)
Shield advantage: -21 (tennis), -21 (golf), -20 (frying pan)
Shield hit lag: 9 (tennis), 11 (golf), 12 (frying pan)
Reminiscent of Marth's fsmash: less damaging, slower, and laggier, the sword fsmash's seemingly only redeeming qualities is that it has massive range and isn't random. Contrarily, the fsmash is one of the best sword moves.
Upon receiving the sword, Peach gains the longest ranged fsmash in the game.
Longer than Ike's.
Longer than Dedede's.
Longer then Marth's.
Laugh at them from across FD. Of course, spamming this move will only get you killed. But with smart spacing, and keeping your opponent at a distance at exact moments, the fsmash will be your sweet bloodstained friend.
Sword Dash Attack
7% everywhere (Kills at 378%)
Hits on frame: 11
Duration: 45
Shield advantage: -32
Normal Dash Attack
4% only first hit (Second hit kills at 235%)
Hits on frame: 6
Duration: 37
Shield stun: 7
Shield hit lag: 6
A few fun facts about the sword Dash Attack:
- Even though it has quite a lunge, there's no hitbox inside Peach.
- Except for dash attack, the sword is more damaging and has more knockback at the tip and base.
- Every attack has a 45 degree trajectory, except dash attack, which is more 65 degreeish.
Thrown Sword
15% thrown horizontally
9% if casually dropped
4 - 10% for z drops depending on distance (the farther the stronger)
10 - 14% for an aerial thrown sword
A ground thrown sword will KO at 118% at ftilt range.
A ground thrown sword will KO at 119% at turnip range.
The thrown sword is what I consider the saving grace for the entire item. While each new attack serves it's purpose, without it being capable of KOing at 120%, the sword would be more of a complete handicap for a Peach.
Seriously, Peach pulling a sword gains her a fast, powerful, punishing, not to mention easy-to-land KO move. It outclasses everything in Peach's arsenal beyond the bomb-omb in sheer KO power, and accuracy.
Never throw it at a grounded opponent who is capable of shielding.
Never throw it if there's a chance if it being reflected.
Try not to lose the sword.
Do use the throw to punish the use of a projectile. You can't be camped.
Do punish any move with any minuscule amount of lag.
In conclusion, it seems that upon receiving a sword a Peach could simply abuse something she initially did not have - disjointed, glowing, range. Peach is also instantly cured from her largest weakness - difficulty KOing.
Imagine Marth with powerful close combat abilities.
It's rarity is also a huge advantage. Most likely, almost certainly, your opponent has no idea how to specifically deal with a sword - much less handle it themselves if they get a hold of it.
Abuse this. Fake out with ftilts. Hell, give it them. What's more fun than dealing with a fsmash happy sword thief?
Let's go over the pros and cons:
Pros
Gain of a quick and powerful KO move
Gain of massive range on jab, ftilt, and notably, fsmash
Gain of powerful answer to projectiles
(Probable) Gain of the element of surprise
Cons
Loss of a two frame jab
Loss of a KOing, and aerial counter-move, ftilt
Loss of a multiple hitting dash attack
Loss of a quick, KOing, fsmash
Complete loss of grabs
Complete loss of turnips
In my opinion, the sword gives us so much more than it takes. Specifically, it gives Peach everything we needed an answer to. Camping? Range? High percent enemies?
Peach turns high tier with a sword, and the best thing?
The very best thing about the sword?
You can just throw it away if you don't believe me.