Mario (SSBU): Difference between revisions

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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 also allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. 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. The added ability to [[dash-cancel]] with any ground attack has improved Mario's already incredible ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters, and forward tilt serving as a useful spacing tool. The changes to [[air dodging]] further improve Mario's excellent edgeguarding ability, and give him a niche recovery option. The universal 3-frame [[jumpsquat]] and decreased [[landing lag]] across the cast also give him greater combo opportunities, with his [[up throw]] in particular becoming a much more effective combo starter. Lastly, the increased shieldstun to grounded moves in comparison to ''SSB4'' also allows Mario to more easily abuse his excellent frame data.
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 also allows for more reliable combos and even devastating KO setups, such as [[up aerial]] into [[forward aerial]]. 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. The added ability to [[dash-cancel]] with any ground attack has improved Mario's already incredible ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters, and forward tilt serving as a useful spacing tool. The changes to [[air dodging]] further improve Mario's excellent edgeguarding ability, and give him a niche recovery option. The universal 3-frame [[jumpsquat]] and decreased [[landing lag]] across the cast also give him greater combo opportunities, with his [[up throw]] in particular becoming a much more effective combo starter. Lastly, the increased shieldstun to grounded moves in comparison to ''SSB4'' also allows Mario to more easily abuse his excellent frame data.


However, Mario has also received noteworthy nerfs. A notable detriment to Mario's toolkit is the universal nerfing of grabs; while Mario's 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 bountiful grab game. Furthermore, [[up tilt]], one of his most pivotal moves, has had altered hitbox placements resulting in not only a range reduction, but it also gives it a blinds pot and significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both their combo potential and Mario's neutral game as a result, since they were considered his best moves. His [[dash attack]] can also no longer serve as a reliable [[Edge#2 frame punish|2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents, and it cannot sweetspot the edges easily as it could in ''SSB4''. Finally, a few changes to the game's mechanics also hinder Mario: the changes to air dodging make Mario slightly easier to edgeguard, while the increased shieldstun on attacks slightly hinder his ability to punish [[out of shield]] despite his increased traction.
However, Mario has also received noteworthy nerfs. A notable detriment to Mario's toolkit is the universal nerfing of grabs; while Mario's 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 bountiful grab game. Furthermore, [[up tilt]], one of his most pivotal moves, has had altered hitbox placements resulting in not only a range reduction, but it also gives it a blind spot and significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters, worsening both their combo potential and Mario's neutral game as a result, since they were considered his best moves. His [[dash attack]] can also no longer serve as a reliable [[Edge#2 frame punish|2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents, and it cannot sweetspot the edges easily as it could in ''SSB4''. Finally, a few changes to the game's mechanics also hinder Mario: the changes to air dodging make Mario slightly easier to edgeguard, while the increased shieldstun on attacks slightly hinder his ability to punish [[out of shield]] despite his increased traction.


Overall, Mario retains all of his strengths from ''SSB4'': his oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve (ironically for the series' traditional "basic" character). So far, he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, {{sm|Teb}}, and {{sm|Lui$}}, with several notable placements at major tournaments. Dark Wizzy in particular has gotten top 8 at Shine 2019 and Glitch 7, both of which are super majors, although Mario's results in general are not as strong as in ''SSB4''. Due to this, Mario has earned a competitive presence that is just as strong as in ''SSB4'', and many notable players all place him as a solid high tier or even top tier character as in the previous game, though this is largely up for debate as many characters ranked lower than Mario in ''SSB4'' have also received more drastic improvements than him, such as {{SSBU|Peach}}, {{SSBU|Pikachu}}, {{SSBU|Lucina}}, {{SSBU|Palutena}}, {{SSBU|Roy}}, and {{SSBU|Wario}}, so he is considered slightly worse than the previous game. Regardless, Mario is one of the few ''SSB4'' top tier characters alongside {{SSBU|Fox}} and {{SSBU|Zero Suit Samus}} to keep consistently placing well at tournaments overall.
Overall, Mario retains all of his strengths from ''SSB4'': his oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve (ironically for the series' traditional "basic" character). So far, he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, {{sm|Teb}}, and {{sm|Lui$}}, with several notable placements at major tournaments. Dark Wizzy in particular has gotten top 8 at Shine 2019 and Glitch 7, both of which are super majors, although Mario's results in general are not as strong as in ''SSB4''. Due to this, Mario has earned a competitive presence that is just as strong as in ''SSB4'', and many notable players all place him as a solid high tier or even top tier character as in the previous game, though this is largely up for debate as many characters ranked lower than Mario in ''SSB4'' have also received more drastic improvements than him, such as {{SSBU|Peach}}, {{SSBU|Pikachu}}, {{SSBU|Lucina}}, {{SSBU|Palutena}}, {{SSBU|Roy}}, and {{SSBU|Wario}}, so he is considered slightly worse than the previous game. Regardless, Mario is one of the few ''SSB4'' top tier characters alongside {{SSBU|Fox}} and {{SSBU|Zero Suit Samus}} to keep consistently placing well at tournaments overall.
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