Mario (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Though seemingly a jack-of-all-trades type of character, Mario is more of a rushdown character in practice. A clear indicator of this would be his frame data; his incredibly quick attack speed makes him great at applying pressure to the opponent, and he's capable of quickly racking up damage once he gets the momentum. Excluding his forward aerial and special moves, all of Mario's moves have fast startup and low ending lag. This grants him a formidable close-range game, since few other characters are a match for this speed. His up and down tilts are very effective combo starters that can help rack up plenty of damage. Additionally, his smash attacks are excellent KO tools, as they can reliably KO at high percentages without being endlag-heavy. His down smash is also a [[semi-spike]], making it useful for forcing opponents offstage. His aerial attacks are also very useful in any case. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest range and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup and vertical launch angle let it combo into itself or other moves. Down aerial is a great anti-[[juggling]] move that can also KO if used near the top [[blast line]]. It also benefits from [[frame cancelling]], as its decently low landing lag is further reduced, allowing for potential follow-ups. Finally, the aforementioned forward aerial is a [[meteor smash]] with high base knockback, making it great for [[gimp]]ing recoveries.
Though seemingly a jack-of-all-trades type of character, Mario is more of a rushdown character in practice. A clear indicator of this would be his frame data; his incredibly quick attack speed makes him great at applying pressure to the opponent, and he's capable of quickly racking up damage once he gets the momentum. Excluding his forward aerial and special moves, all of Mario's moves have fast startup and low ending lag. This grants him a formidable close-range game, since few other characters are a match for this speed. His up and down tilts are very effective combo starters that can help rack up plenty of damage. Additionally, his smash attacks are excellent KO tools, as they can reliably KO at high percentages without being endlag-heavy. His down smash is also a [[semi-spike]], making it useful for forcing opponents offstage. His aerial attacks are also very useful in any case. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest range and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup and vertical launch angle let it combo into itself or other moves. Down aerial is a great anti-[[juggling]] move that can also KO if used near the top [[blast line]]. It also benefits from [[frame cancelling]], as its decently low landing lag is further reduced, allowing for potential follow-ups. Finally, the aforementioned forward aerial is a [[meteor smash]] with high base knockback, making it great for [[gimp]]ing recoveries.


His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with decently long range. It can be useful in the [[neutral game]] or in edgeguarding, thanks to its disruptive knockback. [[Cape]] can [[reflect]] projectiles, making it highly useful in matchups against projectile heavy characters. It can also also aid in edgeguarding opponents. It can also [[reverse]] opponents, with the induced disorientation often being enough to allow a free hit or gimp a recovery. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has [[intangibility]] upon startup, allowing it to be used [[out of shield]] very effectively. Lastly, [[F.L.U.D.D.]] is a mechanism that shoots [[water]] and can [[push]] opponents away. Though limited in application, it can occasionally be used to give Mario some breathing space or gimp recoveries with fixed momentum.
His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with decently long range. It can be useful in the [[neutral game]] or in edgeguarding, thanks to its disruptive knockback. [[Cape]] can [[reflect]] projectiles, making it highly useful in matchups against projectile heavy characters. It can also also aid in edgeguarding opponents. It can also [[reverse]] opponents, with the induced disorientation often being enough to allow a free hit or gimp a recovery. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has [[intangibility]] upon startup, allowing it to be used [[out of shield]] very effectively. Lastly, [[F.L.U.D.D.]] is a mechanism that shoots [[water]] and can [[push]] opponents away. Though limited in application, it can occasionally be used to give Mario some breathing space or gimp recoveries with fixed momentum.


Another valuable strength of Mario is his grab game. Even though his grab range is short, his grabs are among the fastest in the game. His [[pummel]] can rack up quite some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalise on their mistake. His back throw is by far his strongest throw and can reliably KO at 140% near the ledge. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages. Outside of his low [[traction]], high [[air speed]] and ability to [[wall jump]], all of his other stats are average. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless allow him to consistently keep up with most characters.
Another valuable strength of Mario is his grab game. Even though his grab range is short, his grabs are among the fastest in the game. His [[pummel]] can rack up quite some damage before throwing the opponent. His forward and up throws have the same overall use: they send the opponent at a disadvantageous position, where Mario can capitalise on their mistake. His back throw is by far his strongest throw and can reliably KO at 140% near the ledge. Finally, his down throw is a notorious combo starter. It can repeatedly lead into up tilt at low percentages and rack up at least 20% in the process. Alternatively, it can lead into neutral attack, forward tilt, down tilt, up smash and down smash at low percentages, as well as neutral aerial, up aerial, down aerial and Super Jump Punch at medium percentages.  


However, Mario has some weaknesses. His KOing ability is largely inconsistent, with no guaranteed KO set-ups. Mario will have extreme difficulty KOing before 150% if he can't land his up smash. In spite of its high speed, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His recovery is fairly linear, making it easier for the opponent to anticipate where he'll land, though it should be noted that Mario's high air speed and invincible [[Super Jump Punch]] makes him surprisingly difficult to gimp. His lack of range, in particular, is Mario's greatest weakness. It prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] range, though fortunately, these types of characters tend to have significantly slower attacks than Mario.
However, Mario has some weaknesses. His KOing ability is largely inconsistent, with no guaranteed KO set-ups. Mario will have extreme difficulty KOing before 150% if he can't land his up smash. In spite of its high speed, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His recovery is fairly linear, making it easier for the opponent to anticipate where he'll land, though it should be noted that Mario's high air speed and invincible [[Super Jump Punch]] makes him surprisingly difficult to gimp. His lack of range, in particular, is Mario's greatest weakness. It prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] range, though fortunately, these types of characters tend to have significantly slower attacks than Mario. Outside of his low [[traction]], high [[air speed]] and ability to [[wall jump]], all of his other stats are average. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless allow him to consistently keep up with most characters.


Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals very high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding. High-Pressure F.L.U.D.D. takes much longer to charge and pushes Mario back when triggered, but its push effect is greatly amplified.
Mario's [[custom moves]] define the fundamentals of customization, with all of them following an "X over Y" pattern. Fast Fireball deals less damage and barely causes flinching, but covers more range at a much faster pace. Fire Orb has less range and is much slower, but deals repeated damage and lingers after being shot. Shocking Cape is [[electric]] and has actual KO power, but cannot stall in the air or reflect projectiles. Gust Cape pushes opponents away, especially at point-blank range, but it deals less damage and possesses more ending lag. Super Jump grants almost twice as much distance, but is unable to hit opponents. Explosive Punch deals very high [[flame]] damage, but travels a short distance at a fixed direction. Scalding F.L.U.D.D. hits multiple times and can disrupt an opponent's [[approach]] better, but is not as useful in edgeguarding. High-Pressure F.L.U.D.D. takes much longer to charge and pushes Mario back when triggered, but its push effect is greatly amplified.
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