Editing Mario (SSBU)

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Despite Mario's numerous strengths, he is not flawless. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi}} having better combo potential, {{SSBU|Steve}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} having a much more effective recovery, and {{SSBU|Shulk}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.
Despite Mario's numerous strengths, he is not flawless. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi}} having better combo potential, {{SSBU|Steve}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} having a much more effective recovery, and {{SSBU|Shulk}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.


His lack of reach (which was further worsened by the changes to his up-tilt and [[dash grab]]) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having some difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range  that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it for the most part an unreliable camping tool. While Mario’s pressuring capabilities are formidable, his susceptibility to spacing and getting walled out is among the worst in the game due to his attacks' possessing very stubby and small-sized hitboxes, which often results in Mario having a lot of difficulty approaching and getting his combo game started if his opponents space him properly, as such, he will often be forced to rely on reads and make good for what he has when he gets an opening.
His lack of reach (which was further worsened by the changes to his up-tilt and [[dash grab]]) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having some difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range  that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it for the most part an unreliable camping tool. While Mario has very impressive damage-racking capabilities, his susceptibility to spacing and getting walled out is among the worst in the game due to his attacks' stubby hitboxes, this results in Mario having a lot of difficulty approaching and getting his combo game started if his opponents space him properly, as such, he will often be forced to rely on reads and make good for what he has when he gets an opening.


Another notable weakness is that Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and has difficulty landing them, further compounded by his short reach, which limits his options, and a notable lack of KO confirms: outside of forward smash and up smash, none of his other KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range, his down aerial has even shorter range and can sometimes have trouble connecting, his back throw is very slow and thus easy to DI, and his forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for killing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO potential is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in ''SSB4''. Since it also no longer affects set knockback, he can't use his Super Jump Punch’s connecting hits as a KO confirm at low percents anymore if he has high rage, similarly to {{SSBU|Samus}}'s [[Screw Attack]] and [[Peach Parasol]]. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable  especially with the existence of [[stale-move negation]]. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has noticeable endlag and a sourspot located on Mario's arm, which, while very difficult to hit with, outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, to the point where it will sometimes miss completely against short or crouching characters.
Another notable weakness is that Mario can also have some difficulty scoring KOs, as he has few strong and reliable finishers and has difficulty landing them, further compounded by his short reach, which limits his options, and a notable lack of KO confirms: outside of forward smash and up smash, none of his other KO moves are very reliable and consistently effective for doing what they're supposed to: his down smash can only KO reliably with its back hit and is unsafe on shield, Super Jump Punch can only KO at very high percentages or close to the blast zones, his back aerial has short range, his down aerial has even shorter range and can sometimes have trouble connecting, his back throw is very slow and thus easy to DI, and his forward aerial is slow and must be sweetspotted (mid hit) in order to meteor smash, while the early hit and late hit (first and last active frame, respectively) have too much ending lag to be used as a combo extender while still being unreliable for killing due to their rather low knockback. Because of this, Mario tends to rely too much on his forward and up smashes or reads to score a KO, and his inconsistent KO potential is further worsened by the changes to rage, which hinders him more than other characters, as it doesn't increase knockback as much as in ''SSB4''. Since it also no longer affects set knockback, he can't use his Super Jump Punch’s connecting hits as a KO confirm at low percents anymore if he has high rage, similarly to {{SSBU|Samus}}'s [[Screw Attack]] and [[Peach Parasol]]. Because of this, he must keep his forward and up smashes fresh and be careful to not get predictable  especially with the existence of [[stale-move negation]]. While his forward and up smashes are considered among the best of their type, they have their flaws too: the former has noticeable endlag and a sourspot located on Mario's arm, which, while very difficult to hit with, outprioritizes the sweetspot and has rather mediocre power, while the latter has poor range in front of him, to the point where it will sometimes miss completely against short or crouching characters.

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