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Mario (SSB)/Up aerial: Difference between revisions

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(Undid edit by Luckyhamburger: You broke the grammar, tho.)
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==Overview==
==Overview==
Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like {{mvsub|Captain Falcon|SSB|up aerial|poss=y}}, the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's has less versatility and overall usefulness. Still, Mario's up aerial is a particularly useful [[combo]]ing and [[juggling]] move, and is considered Mario's primary aerial combo move. Its very fast [[startup]] allows it easily be used after a {{mvsub|Mario|SSB|down aerial}} at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into over aerials, and even finishers such as {{mvsub|Mario|SSB|up smash}}, especially when [[platform]]s are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high [[landing lag]] if not [[Z-cancel]]led. Overall, a usable move in many situations, though when it is used often depends on the player's preference.
Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like {{mvsub|Captain Falcon|SSB|up aerial|poss=y}}, the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's is overall less versatile and useful. Still, Mario's up aerial is a particularly useful [[combo]]ing and [[juggling]] move, and is considered Mario's primary aerial combo move. Its very fast [[startup]] allows it easily be used after a {{mvsub|Mario|SSB|down aerial}} at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into over aerials, and even finishers such as {{mvsub|Mario|SSB|up smash}}, especially when [[platform]]s are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high [[landing lag]] if not [[Z-cancel]]led. Overall, a usable move in many situations, though when it is used often depends on the player's preference.


{{technical data}}
{{technical data}}
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[[Category:Mario (SSB)]]
[[Category:Mario (SSB)]]
[[Category:Up aerials (SSB)]]
[[Category:Up aerials (SSB)]]
[[Category:Aerial attacks (SSB)]]

Revision as of 13:42, October 19, 2017

Overview

Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like Captain Falcon's up aerial, the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's is overall less versatile and useful. Still, Mario's up aerial is a particularly useful comboing and juggling move, and is considered Mario's primary aerial combo move. Its very fast startup allows it easily be used after a down aerial at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into over aerials, and even finishers such as up smash, especially when platforms are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high landing lag if not Z-cancelled. Overall, a usable move in many situations, though when it is used often depends on the player's preference.


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