Mario (SSBM): Difference between revisions

Honestly I don't feel like editing a lot about a game that I don't play...
(Honestly I don't feel like editing a lot about a game that I don't play...)
Line 16: Line 16:
}}
}}
{{cquote|''A well-rounded hero who boasts a balance between offense and defence.'' <br>|cite=Description from ''Melee's'' manual.}}
{{cquote|''A well-rounded hero who boasts a balance between offense and defence.'' <br>|cite=Description from ''Melee's'' manual.}}
'''Mario''' ({{ja|マリオ}}, ''Mario'') is a [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]''. He was announced at [[E3]] 2001. He returns from ''[[Super Smash Bros.]]'' without strong buffs or nerfs.
'''Mario''' ({{ja|マリオ}}, ''Mario'') return as a [[starter character|starter]] character in ''[[Super Smash Bros. Melee]]''. He was announced at [[E3]] 2001. He also has a [[clone]], {{SSBM|Dr. Mario}}, whom with he shares a lot of attributes and special moves. He is voiced once again by Charles Martinet, albeit via recycled voice clips from ''[[Smash 64]]''.


Mario is ranked 15th on the current tier list in the E tier, four places below his clone. This is a noticeable change between his previous ranking in ''Smash 64'' where he was ranked 7th, and it also places him four places lower than his clone {{SSBM|Dr. Mario}}. Mario acts as a well-rounded character, with average weight, falling speed and other such attributes. Mario has above-average comboing ability, and a very versatile grab game; his powerful back throw can [[gimp]] recoveries, and his up and down throws can [[chain-grab]]. Mario also has decent [[edge-guarding]], with [[Fireball]] (a solid projectile), and his [[Cape]] which can easily and efficiently gimp almost every other character's recovery. Mario, however, lacks a reliable finisher, and his recovery is predictable and short, though he can extend it. He also has trouble against characters with disjointed hitboxes due to his mediocre range (especially against {{SSBM|Marth}}).
Mario is ranked 15th on the current tier list in the E tier. This is a very slight rise from his previous ranking in ''Smash 64'', where he is ranked 7th, and it also places him four places lower than his clone {{SSBM|Dr. Mario}} at 11th place. Like in ''Smash 64'', Mario acts as a well-rounded character, with average attributes across the board. He has above average comboing ability due to the somewhat low knockback and the angles at which his moves tend to send on, and a very versatile grab game: his powerful back throw can KO most opponents with ease and [[gimp]] some recoveries, while his up and down throws can [[chain-grab]]. Mario also has a solid [[edge-guarding]] game, with a solid projectile in his [[Fireball]], and his [[Cape]] which can easily and efficiently gimp almost every other character's recovery. Mario, however, lacks a reliable finisher, with many moves with aforementioned low knockback with the exception of his forward and down smash. His recovery is also predictable and short, though he can extend it, which leaves him vulnerable to being gimped by characters such as {{SSBM|Jigglypuff}}. His mediocre range also leaves him with trouble against characters with disjointed hitboxes such as {{SSBM|Marth}}. Overall, Mario has average matchups in tournament play, with favorable matchups against most lower tiered characters along with an especially favorable matchup against {{SSBM|Pikachu}}, though some other disadvantageous matchups against higher tiered characters, especially against those who can either gimp or outrange him.  


==Attributes==
==Attributes==
[[File:Mario's Recovery Options.gif|thumb|Mario using his various recovery options to recover onto the stage. This is a [[TAS]] clip from ''[[Perfect Control]]''. ]]
[[File:Mario's Recovery Options.gif|thumb|Mario using his various recovery options to recover onto the stage. This is a [[TAS]] clip from ''[[Perfect Control]]''. ]]
As a character, Mario falls under the archetype of being of an average character, with no particularly strong or weak traits; Indeed, in terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dashing|dash]] speed, Mario tends to fall in the middle of these attributes.
As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of [[weight]], [[falling speed]], [[air speed]], size, and [[dashing|dash]] speed, Mario tends to fall in the middle of these attributes.


One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low-lag, low-knockback aerials, and the addition of a long [[wavedash]] and fast ground attacks give Mario plenty of combo potential. Mario also has a good [[SHFFL]].
One of Mario's strengths is his rather good combo ability. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario has plenty of low lag and low knockback aerials, and the addition of a long [[wavedash]] and fast ground attacks give Mario plenty of combo potential. Mario also has a good [[SHFFL]].


Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities.
Mario also has an above average approach. Despite an only average air speed and dashing speed, Mario still has good options for getting closer to opponents. His Fireballs have good range and can disrupt opponents at a distance; differing terrains such as slopes and platforms can also give the Fireball many options. Mario, due to his average attributes in traction and falling speed, has a rather long and floaty wavedash; coupled with decently ranged smash attacks, Mario has good wavesmashing abilities.
Line 30: Line 30:
Mario is also a surprisingly good edgeguarder. He has a [[meteor smash]] in his forward aerial, albeit it having high [[startup]] and [[ending lag]] and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also [[gimp]] recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his [[Cape]]. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's [[Fire Fox]] or Luigi's [[Green Missile]].
Mario is also a surprisingly good edgeguarder. He has a [[meteor smash]] in his forward aerial, albeit it having high [[startup]] and [[ending lag]] and not being too powerful, and his back aerial sends opponents on a decent angle for edgeguarding. Mario's Fireballs can also [[gimp]] recoveries; its low knockback makes it effective in the regard. Most notably, however, Mario has what is likely the absolute best edgeguarding weapon in all the game: his [[Cape]]. When used, it can effectively and quickly gimp almost every recovery in the game; it's especially useful against linear recoveries, such as Fox's [[Fire Fox]] or Luigi's [[Green Missile]].


Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and backward throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, while his down throw can chain grab heavy characters, as well as being able to chain grab {{SSBM|Pikachu}} and {{SSBM|Pichu}} up to high percents, if not to a KO.
Mario also has a surprisingly good grab game. Despite a rather poor grab range, Mario's throws are notable for their versatility; his forward and back throws can easily set up gimp KOs, especially the latter, while his up and down throws can act as combo starters, as well as very effective chain grabs: Mario's up throw can chain grab fast fallers such as {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Captain Falcon}}, while his down throw can chain grab heavy characters, as well as being able to chain grab {{SSBM|Pikachu}} and {{SSBM|Pichu}} up to high percents, if not to a KO.


Mario, however, suffers from some KOing problems. As he is designed to be a beginner character, Mario lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use.
Mario, however, suffers from some KOing problems. He lacks particularly powerful or reliable finishers; while his forward smash has good range, coupled with a very visible and easy to land sweetspot, his other smashes are rather short ranged. Additionally, while Mario's back throw is strong, it requires grabbing the opponent first; this can be a challenge, due to Mario's poor grab range. Mario's single meteor smash is also rather unwieldy and risky to use.


Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while [[Mario Tornado]] can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination.
Mario also suffers from a below average recovery. Super Jump Punch only grants average to slightly below average horizontal and vertical distance, while [[Mario Tornado]] can only grant vertical distance if the B button is tapped quickly. Mario, however, does have some options to improve his recovery; Mario's Cape can allow him to recover from the sides, and he has the ability to wall-jump, which can act as a help on stages such as Final Destination.
Line 38: Line 38:
Overall, Mario could be considered to be a poor-man's Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fastfallers compared to Mario.
Overall, Mario could be considered to be a poor-man's Marth. While both characters have great combo ability and a similar recovery, Marth has a much easier time finishing off opponents as well as having longer range in his attacks and his grab range making it much easier for Marth to chain-grab fastfallers compared to Mario.


==Changes from ''Smash 64'' to ''Melee''==
==Changes from ''Smash 64''==
When making the transition from ''Smash 64'' to ''Melee'', Mario was neither strongly [[buff]]ed nor strongly [[nerf]]ed. Overall, Mario is largely a much weaker character, proof as many of his previous killers, such as his up and down smashes, can no longer KO under 90-120%. However, his attacks are much faster, giving him better combo ability.
When making the transition from ''Smash 64'' to ''Melee'', Mario got a mix of [[buff]]s and [[nerf]]s, but was neither strongly buffed or [[nerf]]ed. Overall, Mario is largely a much weaker character, proof as many of his previous KO moves, such as his up and down smashes, can no longer KO under 90-120%. However, his attacks are much faster, giving him better combo ability.
 
==Aesthetics==
*{{change|The higher quality of the [[Nintendo Gamecube]] console allows for a more detailed appearance of Mario. His physique looks much more similar to its official art, while his red cap and shirt are slightly darker and the seams on his overalls are more accentuated.}}
 
===Attributes===
===Attributes===
*{{buff| Mario's walking (0.3 → 1.1) and dashing (44 → 1.5) speeds have been increased.}}
*{{buff|Mario [[walk]]s faster (0.3 → 1.1).}}
*{{buff|Mario [[dash]]es faster (44 → 1.5).}}
*{{nerf|Mario's [[air speed]] is slightly slower (30 → 0.86).}}
*{{change|Mario [[falling speed|falls]] faster (44 → 1.7), improving his vertical endurance but making him easier to combo.}}
*{{buff|Mario can now [[wall jump]], aiding his recovery.}}
*{{buff|Mario can now [[wall jump]], aiding his recovery.}}
*{{buff|Due to his low traction, [[wavedashing]] improves Mario's movement options.}}
*{{buff|The introduction of [[wavedashing]] improves Mario's movement options.}}
*{{nerf|Mario's air speed is slightly slower (30 → 0.86), worsening his horizontal recovery and making easier to gimp.}}
*{{change|Mario's falling speed has been increased (44 → 1.7), which improving his vertical endurance, but makes him easier to combo.}}
*{{change|Mario's green palette swap from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario's green palette swap from ''Smash 64'' is now accessible through normal battles instead of just Team Battles.}}
*{{change|Mario's hopping [[victory pose]] has been replaced with a new one where he produces continuous explosions (like the one in his new forward smash) from his hand.}}


===Ground attacks===
===Ground attacks===
Line 53: Line 57:
*{{buff|Neutral attack's first and second hits now have [[set knockback]], allowing the third hit to connect reliably.}}
*{{buff|Neutral attack's first and second hits now have [[set knockback]], allowing the third hit to connect reliably.}}
*{{change|Third hit of neutral attack can now [[clang]].}}
*{{change|Third hit of neutral attack can now [[clang]].}}
*{{nerf|Dash attack deals less damage and knockback.}}
*{{nerf|Dash attack, all tilt attacks and up and down smash all deal less damage.}}
*{{nerf|Dash attack deals lower knockback.}}
*{{change|[[Dash attack]] now knocks opponents behind Mario.}}
*{{change|[[Dash attack]] now knocks opponents behind Mario.}}
*{{nerf|Down angled forward tilt now has very weak set knockback at the Sakurai angle, making it extremely punishable at any percentage.}}
*{{nerf|Down angled forward tilt now has very weak set knockback at the Sakurai angle, making it extremely punishable at any percentage.}}
*{{buff|[[Up tilt]] is faster and combos more reliably at lower percentages.}}
*{{buff|[[Up tilt]] is faster and combos more reliably at lower percentages.}}
*{{nerf|All [[tilt]]s deal less damage and knockback.}}
*{{change|[[Down tilt]] now hits opponents vertically instead of horizontally.}}
*{{change|[[Down tilt]] now hits opponents vertically instead of horizontally.}}
*{{buff|Mario has a new [[forward smash]] in which he extends his palm and produces small explosion from it. It is faster, stronger, deals a little more damage, and has more [[range]].}}
*{{buff|Mario has a new [[forward smash]] in which he extends his palm and produces small explosion from it. It is faster, stronger, deals a little more damage, and has more [[range]].}}
Line 63: Line 67:
*{{buff|[[Up smash]] has a new animation; Mario now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range than before.}}
*{{buff|[[Up smash]] has a new animation; Mario now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range than before.}}
*{{buff|Up smash has significantly less ending lag (IASA 58 → 40).}}
*{{buff|Up smash has significantly less ending lag (IASA 58 → 40).}}
*{{nerf|Up smash is much weaker (26 (base)/120 (growth) → 32/97) and deals less damage (19% → 15%), no longer being one of Mario's reliable KO moves and is no longer the strongest up smash (this title now belongs to {{SSBM|Pikachu}}). It also has slightly more start-up and a much shorter hitbox duration (7-15 → 9-11).}}
*{{nerf|Up smash is much weaker (26 (base)/120 (scaling) → 32/97) and deals less damage (19% → 15%), no longer being one of Mario's reliable KO moves and is no longer the strongest up smash (this title now belongs to {{SSBM|Pikachu}}). It also has slightly more start-up and a much shorter hitbox duration (7-15 → 9-11).}}
*{{buff|[[Down smash]] is faster.}}
*{{buff|[[Down smash]] is faster.}}
*{{nerf|Down smash deals less damage overall (17% → 16% (front)/10%/12% (back)).}}
*{{nerf|Down smash deals less damage overall (17% → 16% (front)/10%/12% (back)).}}
4,053

edits