Mario (SSB4): Difference between revisions

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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.  
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. 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.
However, Mario has some weaknesses. His KOing ability is largely inconsistent, with no guaranteed KO set-ups. While much of his moveset can get the job done, there is a noticable gap in power between his strongest moves and his other ones. As such, 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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