Mario (SSB4): Difference between revisions

Sweetspot spikes. Sourspot sends opponents horizontally.
(Sweetspot spikes. Sourspot sends opponents horizontally.)
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Mario also boasts one of the most reliable throwing games; while his grab-range is sub-par (despite being better than in previous installments), his throws are versatile, as his back and forward throw can set up gimp KOs when used from the edge of a stage (and his back throw itself can KO at high percentages from an edge), and his down and up throw can set up combos, especially with his down throw if followed up by his strong up attack.
Mario also boasts one of the most reliable throwing games; while his grab-range is sub-par (despite being better than in previous installments), his throws are versatile, as his back and forward throw can set up gimp KOs when used from the edge of a stage (and his back throw itself can KO at high percentages from an edge), and his down and up throw can set up combos, especially with his down throw if followed up by his strong up attack.


Mario is also a good edgeguarder. He has a meteor smash in his forward aerial which becomes an extremly reliable spike when sourspotted, albeit its high startup and ending lag makes a rather risky move to use offstage. His back aerial can be used for walls of pain and knock fighters farther away from the stage for edgeguarding. Mario's Fireballs can also gimp recoveries; their low knockback makes them effective in that regard. F.L.U.D.D. is also another edgeguarding tool as its ability to stall movement can cause characters in the midst of a recovery that leaves them helpless to have said move end before they can even get near the stage, though this tactic requires considerable timing. 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 games; it's especially useful against linear recoveries. His Cape can also be used to save himself from being edged-guard, as well as give a small aid in his recovery..
Mario is also a good edgeguarder. He has a meteor smash in his forward aerial which becomes an extremly reliable spike when sweetspotted, albeit its high startup and ending lag makes a rather risky move to use offstage. His back aerial can be used for walls of pain and knock fighters farther away from the stage for edgeguarding. Mario's Fireballs can also gimp recoveries; their low knockback makes them effective in that regard. F.L.U.D.D. is also another edgeguarding tool as its ability to stall movement can cause characters in the midst of a recovery that leaves them helpless to have said move end before they can even get near the stage, though this tactic requires considerable timing. 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 games; it's especially useful against linear recoveries. His Cape can also be used to save himself from being edged-guard, as well as give a small aid in his recovery..


Despite all these advantages, however, Mario is not without his faults: as mentioned above, he can be outclassed by characters who excel in a specific field, such as Sonic in speed, Luigi in comboing, Bowser in knockback, etc., which can hinder his approaching options. His approach can also be hindered by characters with long-range or disjointed hitboxes, such as Marth or Shulk. He also suffers from a sub-par range. His recovery is also sub-par, as his Super Jump Punch is predictable and its distance is only slightly above average, making it easy to gimp Mario's recovery. While he can add mix-up to his recovery with his wall-jump, it can be difficult to execute due to most stages not having flat walls to perform it carefully, making it risky.
Despite all these advantages, however, Mario is not without his faults: as mentioned above, he can be outclassed by characters who excel in a specific field, such as Sonic in speed, Luigi in comboing, Bowser in knockback, etc., which can hinder his approaching options. His approach can also be hindered by characters with long-range or disjointed hitboxes, such as Marth or Shulk. He also suffers from a sub-par range. His recovery is also sub-par, as his Super Jump Punch is predictable and its distance is only slightly above average, making it easy to gimp Mario's recovery. While he can add mix-up to his recovery with his wall-jump, it can be difficult to execute due to most stages not having flat walls to perform it carefully, making it risky.
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