Mario (SSBU): Difference between revisions

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Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is fantastic, and it is also worth noting that several of Mario's moves can [[lock]], including his neutral attack. This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low to mid percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.
Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is fantastic, and it is also worth noting that several of Mario's moves can [[lock]], including his neutral attack. This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low to mid percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.


Despite Mario's numerous strengths, he is not flawless. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi}} having better combo potential, {{SSBU|Steve}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} having a much more effective recovery, and {{SSBU|Shulk}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.
Despite Mario's numerous strengths, he is not flawless. His attributes, while well-rounded, are not exactly exceptional, as many characters outclass him in various ways. Notable examples of this include {{SSBU|Pikachu}} having a more versatile edgeguarding game, {{SSBU|Luigi}} and {{SSBU|Kazuya}} having better combo potential, {{SSBU|Steve}} having a superior camping game, {{SSBU|Sonic}} having substantially faster mobility, {{SSBU|Bowser}} having significantly stronger attacks, {{SSBU|Snake}} and {{SSBU|Sora}} having a much more effective recovery, and {{SSBU|Shulk}} and {{SSBU|Min Min}} having drastically larger reach. In particular, the last one is his main weakness: his attacks generally possess relatively poor range.


His lack of reach (which was further worsened by the changes to his up-tilt and [[dash grab]]) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having some difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range  that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it for the most part an unreliable camping tool. While Mario’s pressuring capabilities are formidable, his susceptibility to spacing and getting walled out is among the worst in the game due to his attacks' possessing very stubby and small-sized hitboxes, which often results in Mario having a lot of difficulty approaching and getting his combo game started if his opponents space him properly, as such, he will often be forced to rely on reads and make good for what he has when he gets an opening.
His lack of reach (which was further worsened by the changes to his up-tilt and [[dash grab]]) prevents him from fighting at a safe distance, and consistently forces Mario to approach characters on his own. This leads to him having some difficulty against characters with large or [[disjointed]] range, particularly weapon users like {{SSBU|Lucina}} and {{SSBU|Cloud}}. While back air is Mario's most effective spacing tool, it too suffers from a mediocre range  that limits its utility against disjointed attacks, and fireball, while an overall solid projectile, is slow and lacks [[transcendent priority]], which means it can easily be beaten by any attack with a large hitbox, making it for the most part an unreliable camping tool. While Mario’s pressuring capabilities are formidable, his susceptibility to spacing and getting walled out is among the worst in the game due to his attacks' possessing very stubby and small-sized hitboxes, which often results in Mario having a lot of difficulty approaching and getting his combo game started if his opponents space him properly, as such, he will often be forced to rely on reads and make good for what he has when he gets an opening.
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