Editing Mario (SSBM)
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Mario also suffers from a below average recovery, in the general sense. Super Jump Punch only grants average, to slightly below average horizontal and vertical distance; it can be used for the advanced technique known as a "[[Super_Jump_Punch#Super_Jump_Punch_wall_jump|Super Jump Punch wall jump]]", which enables his [[wall jump]] after spending his up special, followed by another up special. However, not only does this require pressing against the wall, it is among the most difficult [[advanced technique]]s to reliably execute in the game. [[Mario Tornado]] can only grant vertical distance if the B button is [[mash]]ed very quickly. Mario's [[Cape]] can also grant a very slight recovery boost, more than {{SSBM|Dr. Mario}}'s [[Super Sheet]], while also stalling better, though it can generally only add a slight boost once per recovery (as is the case with Mario Tornado) requiring a [[landing lag|normal landing]] on stage to regain them as recovery distance tools. Furthermore, his [[Fireball]]s can stuff the opponents edgeguarding attempts while recovering from high corners, but they add no recovery distance. | Mario also suffers from a below average recovery, in the general sense. Super Jump Punch only grants average, to slightly below average horizontal and vertical distance; it can be used for the advanced technique known as a "[[Super_Jump_Punch#Super_Jump_Punch_wall_jump|Super Jump Punch wall jump]]", which enables his [[wall jump]] after spending his up special, followed by another up special. However, not only does this require pressing against the wall, it is among the most difficult [[advanced technique]]s to reliably execute in the game. [[Mario Tornado]] can only grant vertical distance if the B button is [[mash]]ed very quickly. Mario's [[Cape]] can also grant a very slight recovery boost, more than {{SSBM|Dr. Mario}}'s [[Super Sheet]], while also stalling better, though it can generally only add a slight boost once per recovery (as is the case with Mario Tornado) requiring a [[landing lag|normal landing]] on stage to regain them as recovery distance tools. Furthermore, his [[Fireball]]s can stuff the opponents edgeguarding attempts while recovering from high corners, but they add no recovery distance. | ||
Overall, Mario is largely considered an average-at-best character choice competitively. While he does have some great combo ability and a somewhat extendable recovery, he struggles with finishing off opponents and having short range in his attacks, and despite having chain-grabs on fast-fallers, struggles with a short grab range as well, leaving him with a mostly unspectacular presence in the modern metagame | Overall, Mario is largely considered an average-at-best character choice competitively. While he does have some great combo ability and a somewhat extendable recovery, he struggles with finishing off opponents and having short range in his attacks, and despite having chain-grabs on fast-fallers, struggles with a short grab range as well, leaving him with a mostly unspectacular presence in the modern metagame. | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||