Editing Mario (SSB)

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Mario's down aerial, a drill kick, is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). It, being a meteor smash with consistently low knockback, is a rather effective way to [[gimp]] opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's [[short hop]]ped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much [[ending lag]] to combo efficiently. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for [[juggling]] along with his up aerial. Mario's up smash and back throw are very powerful KO moves, with the former being able to KO on {{SSB|Dream Land}} as low as 73%, and being able to be combo'd into with a short hopped [[Z-cancel]]led down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the [[edge]]. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge.
Mario's down aerial, a drill kick, is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). It, being a meteor smash with consistently low knockback, is a rather effective way to [[gimp]] opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's [[short hop]]ped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much [[ending lag]] to combo efficiently. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for [[juggling]] along with his up aerial. Mario's up smash and back throw are very powerful KO moves, with the former being able to KO on {{SSB|Dream Land}} as low as 73%, and being able to be combo'd into with a short hopped [[Z-cancel]]led down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the [[edge]]. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge.


Mario also has one of the best offstage games. His forward aerial consists of multiple hitboxes, with the last few being able to [[semi-spike]], while it and his back aerial are solid KO moves due to their speed, range, and power. Both can also be used for spacing efficiently. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly {{SSB|Pikachu}}, other Marios to a lesser extent) are able to escape. His neutral aerial, while inferior to back and forward aerials in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. [[Fireball]], his neutral special, can also be used to gimp opponents with linear recoveries. [[Super Jump Punch]] and [[Mario Tornado]] also grant Mario a good recovery (though the latter requires quick [[button mashing]]), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery less predictable. It can also add to Mario's incredible edgeguarding prowess, being capable of very powerfully meteor smashing, which can be used effectively against foes recovering high.
Mario also has one of the best offstage games. His forward aerial consists of multiple hitboxes, with the last few being able to [[semi-spike]], while his back aerial is a solid KO move. Both can also be used for spacing efficiently. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly {{SSB|Pikachu}}, other Marios to a lesser extent) are able to escape. His neutral aerial, while inferior to back aerial in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. [[Super Jump Punch]] and [[Mario Tornado]] also grant Mario a good recovery (though the latter requires quick [[button mashing]]), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery more unpredictable.


Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though he has good [[OoS]] options.
Despite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His attacks generally have short [[range]], allowing many characters to outspace and out[[camp]] him easily, particularly ones with some [[disjointed]] moves (most notably {{SSB|Kirby}}, Pikachu, and maybe {{SSB|Fox}}). He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast [[startup]]. Mario also isn't too good at dealing with [[pressure]] due to his poor mobility, though he has good [[OoS]] options.

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