Editing Mario (SSBU)

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Mario also benefits heavily from the changes to ''Ultimate''{{'}}s mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to [[landing lag]]; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]].
Mario also benefits heavily from the changes to ''Ultimate''{{'}}s mechanics. His already strong set of aerials has been improved even further as a result of the universal reduction to [[landing lag]]; this not only makes them safer on shield despite the reduced shieldstun on aerial attacks, but it allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. This is complemented by the universal 3-frame [[jumpsquat]], with his [[up throw]] in particular becoming a much more effective combo starter as well. The universal increase to mobility further improves Mario's approach and allows him to string attacks together more effectively and close in on opponents more effectively. Lastly, the changes to [[air dodging]] further improve his excellent edgeguarding ability, and give him a situational recovery alternative to his predictable [[Super Jump Punch]].


However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of [[grab]]s; while his throws' excellent utility and his potentially devastating throw combos from ''SSB4'' remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his potent grab game. Furthermore, his neutral game, while still solid, has been toned down due to changes to some of his best moves. For example, his [[up tilt]], one of his most pivotal moves, has an altered animation, causing the move's initial hitbox to be positioned higher above the ground while worsening its horizontal range; this not only further exacerbates his already bad range, but also significantly hinders the move's use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both the move's combo potential and Mario's overall punish ability, as up tilt was considered to his most effective damage racking option. This is partially compensated by up throw's improved combo potential at low percents, however. His [[dash attack]], while it can still serve as a [[2 frame punish]] at the edge, is no longer capable of [[stage spike|stage spiking]] off-stage opponents, due to its late hit's knockback angle being altered to send opponents away from Mario rather than towards him; additionally, the move's new animation gives him less protection overall. Additionally, the increased knockback on his forward tilt causes the move to lose its locking potential. On top of this, [[Super Jump Punch]] sweetspots edges three frames later, to the point of causing Mario to land on the stage and become much more vulnerable if he does not use it from a far enough distance; additionally, due to the changes to [[rage]], it is much less effective for taking out stocks off the upper [[blast line]] below high percents. Finally, the changes to air dodging are a double-edged sword for Mario; while this makes Mario more effective at edgeguarding his opponents, he is, conversely, also easier for his opponents to edgeguard as a result.
However, Mario has also received noteworthy nerfs. A notable detriment to his toolkit is the universal nerfing of [[grab]]s; while his throws' excellent utility and his potentially devastating throw combos from ''SSB4'' remain, the increased startup on his dash and pivot grabs, the increased ending lag of all of his grabs and the reduced range on his dash grab make it harder for Mario to make use of his potent grab game. Furthermore, his neutral game, while still solid, has been toned down due to changes to some of his best moves. For example, his [[up tilt]], one of his most pivotal moves, has an altered animation, causing the move's initial hitbox to be positioned higher above the ground while worsening its horizontal range; this not only further exacerbates his already bad range, but also significantly hinders the move's use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both the move's combo potential and Mario's overall punish ability, as up tilt was considered to his most effective damage racking option. This is partially compensated by up throw's improved combo potential at low percents, however. His [[dash attack]], while it can still serve as a [[2 frame punish]] at the edge, is no longer capable of [[stage spike|stage spiking]] off-stage opponents, due to its late hit's knockback angle being altered to send opponents away from Mario rather than towards him; additionally, the move's new animation gives him less protection overall. Additionally, the increased knockback on his forward tilt causes the move to lose its locking potential. On top of this, [[Super Jump Punch]] sweetspots edges three frames later, to the point of causing Mario to land on the stage and become much more vulnerable if he does not use it from a far enough distance; additionally, due to the changes to [[rage]], it is much less effective for taking out stocks off the upper [[blast line]] below high percents. Finally, the changes to air dodging are a double-edged sword for Mario; while this makes Mario more effective at edgeguarding his opponents, he is conversely also easier for his opponents to edgeguard as a result.


Overall, Mario retains all of his strengths from ''SSB4'', with his extreme combo and edgeguarding abilities benefiting noticeably from the reworked mechanics despite the nerfs to a few of his moves, though he now possesses a slightly worsened disadvantage state to go with it. His playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring players to utilize different strategies to achieve the same level of effectiveness that his previous incarnation was capable of, and resulting in a slightly higher learning curve and cerebral curve. Combined with the higher playstyle diversity among the cast as a result of the various changes to other returning veterans and the introduction of various strong DLC characters, Mario performs slightly worse than in ''SSB4''.
Overall, Mario retains all of his strengths from ''SSB4'', with his extreme combo and edgeguarding abilities benefiting noticeably from the reworked mechanics despite the nerfs to a few of his moves, though he now possesses a slightly worsened disadvantage state to go with it. His playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring players to utilize different strategies in order to achieve the same level of effectiveness that his previous incarnation was capable of, and resulting in a slightly higher learning curve and cerebral curve. Combined with the higher playstyle diversity among the cast as a result of the various changes to other returning veterans and the introduction of various strong DLC characters, Mario performs slightly worse than in ''SSB4''.


{{SSB4 to SSBU changelist|char=Mario}}
{{SSB4 to SSBU changelist|char=Mario}}

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