PM Icon.png

Mario (PM): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Changes from Melee to PM: To clarify, it doesn't have the "combustion" sound from Brawl, and the 8-bit sound is louder and lower quality.)
Line 30: Line 30:
*{{change|Mario Tornado has star graphics, in a reference to the Star Spin from ''{{s|mariowiki|Super Mario Galaxy}}''.}}
*{{change|Mario Tornado has star graphics, in a reference to the Star Spin from ''{{s|mariowiki|Super Mario Galaxy}}''.}}
*{{change|New down [[taunt]] that acts like Dr. Mario's from ''Melee''.}}
*{{change|New down [[taunt]] that acts like Dr. Mario's from ''Melee''.}}
*{{change|[[Fireball]]s now use the Melee sound effect when thrown.
*{{change|[[Fireball]]s now use the Melee sound effect when thrown.}}


===Dr. Mario===
===Dr. Mario===

Revision as of 15:34, January 30, 2014

Mario
in Project M
File:SJS mario.png
MarioSymbol.svg
Universe Mario
Base game appearance Brawl
Moveset inspiration Mario (SSBM), Dr. Mario (SSBM)
Alternate costume Dr. Mario
MarioHeadSSBB.png

Mario is a playable character in the Brawl mod Project M, hailing from the self-titled Super Mario games. He is designed to be a mix of the best attributes of both his Melee version and Dr. Mario.

Attributes

Mario is average in most respects and very well rounded. He has a straightforward combo game that can transition well from the ground to the air, many options out of his throws, reliable approach options, and a solid ranged games with his fireballs and cape. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents.

Mario is endowed with a practical set of aerial attacks. His neutral aerial and down aerial serve as approaching tools, up and back can combo or gimp respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good recovery allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for chain throws, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash.

Changes from Melee to PM

Artistic rendering of Mario's alternate costume in Project M, resembling his Dr. Mario costume.
Mario's official alternate costume.

Mario was overall buffed from Melee to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between him and Dr. Mario, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's.

  • Buff Greater air speed matching that of Dr. Mario, improving Mario's midair approach.
  • Buff Beginning of forward aerial acts like Dr. Mario's, dealing more damage with strong diagonal knockback, while the late hit acts like the original attack, greatly strengthening its use for approaching and making it more reliable as a forward air.
  • Buff Back aerial still possesses its former power, but it now has a semi-spike angle like Dr. Mario's, being more useful at gimping recoveries.
  • Buff Down aerial deals more damage.
  • Buff If up smash hits late, it becomes more powerful and spikes grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks.
  • Buff Fireballs have less ending lag, so they are quicker for repeated use. They also act more like Megavitamins, being stronger and having a bouncier trajectory.
  • Buff Super Jump Punch can be cancelled by a wall jump at any time it is touching the wall, expanding recovery more easily on stages like Yoshi's Story and Hyrule Castle. It also hits less times while still dealing the same damage, making easier to rack up damage with it.
  • Buff Mario Tornado creates more vertical distance, aiding Mario's recovery.
  • Nerf Super Jump Punch can only be cancelled once, in the Super Jump Punch wall jump technique, until landing or grabbing a ledge.
  • Change Mario Tornado has star graphics, in a reference to the Star Spin from Super Mario Galaxy.
  • Change New down taunt that acts like Dr. Mario's from Melee.
  • Change Fireballs now use the Melee sound effect when thrown.

Dr. Mario

Dr. Mario appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. When wearing a Dr. Mario costume, Mario's Fireballs in his neutral special and down taunt change to Megavitamins, and his forward smash also comes to have an electrical effect, though there is no difference in gameplay other than these effects and aesthetics.

Revisions

2.1

  • Buff Adjusted Mario's tornado mashing to gain height
  • Change Added Dr. Mario taunt to Mario, except instead of a pill he uses a fireball. It replaces Mario's Down-taunt

2.5b

  • Buff Mario's Up-B walljump no longer has additional walljump decay
  • Buff Mario's Down-B no longer plummets when used directly after hitstun
  • Nerf Mario's Up-B can no longer be walljumped out of infinitely when touching a wall at the start of Up-B, leaving just the single use unconditional method of walljumping out of it
  • Nerf Mario's Down-Throw increased slightly in knockback growth
  • Change Mario's aerial Side-B vertical momentum was adjusted
  • Change Mario's Jump has the "hoo" sound effect added

2.6b

  • Buff Down-Tilt can be interrupted sooner
  • Buff Down-Tilt base knockback slightly increased, knockback growth slightly decreased, toe part of the leg sends at a straight up angle and each part more inwards on the leg sending at lower angles
  • Buff Down-Tilt lower leg portion given short invulnerability frames during when the attack is out
  • Buff Neutral-B projectile no longer degrades in hitstun, size, or knockback as it bounces. Now uses a consistent set of hitstun, size, and knockback values
  • Buff Neutral-B can be interrupted sooner
  • Buff Side-B doesn't reverse controls/momentum for as long
  • Buff Standing-Grab box shifted outward slightly for more range
  • Change Up-Smash functions like Melee Mario's Up Smash at the beginning but then changes back to Doctor Mario's Up Smash vs grounded opponents as he brings his head down in the front--Vs aerial opponents it is still Mario's Up Smash
  • Change Forward-Aerial has a tweaked flash graphical effect over the fist
  • Change Down-Aerial lowest hitbox placement adjusted more towards the center
  • Change Neutral-B projectile slightly increased in damage, knockback growth slightly decreased to compensate

3.0

  • Nerf Forward-Smash hitlag modifier has been reduced slightly to be normalized.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Combo 64 3%, 2% then 5% (10% total) Punches twice and kicks with right foot.
Forward tilt Plumber / Dr. Kick 9% Kicks straight forward. Can be angled; deals more damage if angled upwards, and less if angled downwards.
Up tilt Glove Uppercut 8% Punches straight upward.
Down tilt Leg Sweep / Reflex Test 9% clean, 8% late Sweeps leg low to the ground.
Dash attack Slope Slide 9% clean, 8% late Slides forward with leg extended.
Forward smash Fire Glove / Defibrillator 18% (sweetspot), 14% (sourspot) Extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his hand. Can be angled; becomes stronger if angled upwards.
Up smash Lead Headbutt / Ear, Nose and Throat 15% (early), 16% (late) Headbutts upward.
Down smash Breakdance / Surgical Sweep 17% (front), 15% (back) Breakdance kick.
Neutral aerial Plumber's Boot / Dr. Kick 12% (sweetspot) Extends leg forward. A standard sex kick.
Forward aerial Odd-Job Hook 17% (clean), 15% (late) Punches in front of him. Is a hybrid of both Dr. Mario's, and Mario's respective forward aerials in Melee. Contacting the opponent with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic meteor smash, which can set up aerial follow ups if used on grounded opponents. A brutish but versatile tool.
Back aerial Drop Kick 11% Kicks backwards with both feet.
Up aerial Bicycle Kick 11% Kicks upwards.
Down aerial Drill Kick / Bone Drill 17% total Spins around, hitting the opponent multiple times.
Grab Grab Grabs the opponent.
Pummel Clutch Headbutt / Eye Exam 3% Headbutts the opponent.
Forward throw Heave-Ho / Routine Physical 9% Spins once and throws opponent forward.
Back throw Airplane Swing / Traction 12% Spins around three times and swings the opponent backwards.
Up throw Mario Launch/Check Up 8% Throws opponent upwards.
Down throw Down the Drain / Hospital Bed 6% Throws opponents down to the floor.
Floor attack (front) Double Punch 6% Punches to both sides.
Floor attack (back) Sweep Kick 6% Kicks in a circle, then gets up.
Floor attack (trip) Double Kick 5% Kicks backward and forward.
Edge attack (fast) Quick Kick 8% Does a somersault and kicks with both feet.
Edge attack (slow) Slow Kick 10% Slowly gets up and kicks with one leg.
Neutral special Fireball / Megavitamins 8% Shoots a fireball (or a pill) from his hand as a projectile. Bounces after hitting a surface, with its speed and duration decreasing per bounce.
Side special Cape / Super Sheet 8% Flicks his cape forward. It reflects projectiles and turns opponents the other way, making it a useful edgeguarding technique, especially against linear recovery moves such as Fox Illusion.
Up special Super Jump Punch 12% maximum Jumps upward, fist extended, at a diagonal angle, spawning 2D coin sprites when hitting opponents. Can be slightly angled sideways.
Down special Mario/Dr. Tornado 13% total Spins around hitting the opponent multiple times. Mario can rise with the move by mashing the special button, though this can only be used once before reaching the ground.
Final Smash Mario Finale 2% each hit Mario fires two giant fireballs that intertwine with each other and engulf the stage, hitting consecutively. Oddly enough, this doesn't change when he's Dr. Mario.

In competitive play

Notable players

Palette swaps

Recolors
File:Mario recolors.png
Alternatives
File:Mario alternatives.png

Trivia

  • The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to Brawl's NTSC game identification code.
  • Brawl Mario's "Wario" recolor was removed to give Doctor Mario room for his black color, making him the only character from Brawl to "lose" a recolor.

External links