Talk:Kirby (SSBB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (1 revision: pages)
(→‎Attack table: new section)
Line 82: Line 82:
style="color:green;">The</span>]] (Second) [[User talk:Hyper Zergling|<span
style="color:green;">The</span>]] (Second) [[User talk:Hyper Zergling|<span
style="color:green;">Overmind</span>]]''
style="color:green;">Overmind</span>]]''
== Attack table ==
Ha everyone
Let's make a attack table
We can do it here
I coped mario's
{|class="wikitable" align="center" style="text-align:center;background:#ff7f7f;border:solid #0000bf 2px;"
|-style="background:#ff0000;border-bottom:solid #0000bf 2px;"
|&nbsp;
|'''Move'''
|'''Description'''
|colspan="2"|'''Segment'''
|'''Damage'''
|<span class="explain" title="90=straight up, 180=behind">'''Angle'''</span>
|colspan="2"|'''Hit Frames'''
|<span class="explain" title="Base knockback">'''BKB'''</span>
|<span class="explain" title="Knockback growth">'''KBG'''</span>
|<span class="explain" title="Weight-based knockback">'''WBKB'''</span>
|colspan="2"|<span class="explain" title="For applying stickers">'''Type'''</span>
|-
|rowspan="7"|Neutral||rowspan="7"|Combo Kick||rowspan="7"|Jabs with his right, then his left, and then kicks with his right foot. All are from ''[[Super Mario 64]]''. Beneficial in making combos. First hit [[jab lock]]s characters laying on the ground.||rowspan="3"|Punch 1||Fist||rowspan="3"|3%||rowspan="2"|*||rowspan="3"|2||rowspan="3"|3||rowspan="6"|0||rowspan="6"|100||15||rowspan="6"|{{AttackType|type=Hand|effect=Normal|t=6}}
|-
|Arm||10
|-
|Body||80||15
|-
|rowspan="3"|Punch 2||Fist||rowspan="3"|2%||rowspan="2"|*||rowspan="3"|8||rowspan="3"|9||18
|-
|Arm||15
|-
|Body||80||25
|-
|colspan="2"|Kick||4%||*||20||24||30||95||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="3"|F-Tilt||rowspan="3"|Power Kick||rowspan="3"|Does a roundhouse kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames.||colspan="2"|Angled Up||rowspan="3"|8%||rowspan="3"|*||rowspan="3"|5||rowspan="3"|8||rowspan="2"|8||rowspan="3"|100||rowspan="3"|0||rowspan="3"|{{AttackType|type=Foot|effect=Normal|t=3}}
|-
|colspan="2"|Angled Side
|-
|colspan="2"|Angled Down||13
|-
|U-Tilt||Uppercut||colspan="3"|Delivers an uppercut while spinning. Similar to a move in ''Super Mario RPG''.  Average damage and above-average knockback. An excellent juggler that can be comboed into itself, an up smash, and an uair juggle.||7%||96||5||12||28||130||0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|rowspan="2"|D-Tilt||rowspan="2"|Crouch Kick||rowspan="2"|Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very little damage, has high ending lag, low knockback, very low hitstun, and very short reach.||colspan="2"|Foot||5%||rowspan="2"|80||rowspan="2"|5||rowspan="2"|8||rowspan="2"|20||rowspan="2"|80||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Leg||7%
|-
|rowspan="4"|Dash||rowspan="4"|Slide Kick||rowspan="4"|Slides forward and kicks with both feet. Also from ''Super Mario 64''. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.)||rowspan="2"|Clean||Foot||rowspan="2"|9%||110||rowspan="2"|6||rowspan="2"|9||rowspan="2"|70||rowspan="2"|50||rowspan="4"|0||rowspan="4"|{{AttackType|type=Foot|effect=Normal|t=4}}
|-
|Leg||80
|-
|rowspan="2"|Late||Foot||rowspan="2"|7%||120||rowspan="2"|10||rowspan="2"|25||rowspan="2"|45||rowspan="2"|30
|-
|Leg||70
|-
|U-Smash||Head Snap||colspan="3"|Sends opponents skyward with a headbutt. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his f-smash and it is his only attack that can KO vertically under 150%.||{{DamageWhenCharged|14}}||83||9||13||32||90||0||{{AttackType|type=Head|effect=Normal|t=1}}
|-
|rowspan="2"|D-Smash||rowspan="2"|Breakdance Kick||rowspan="2"|Does a breakdance sweep. Like Mario's other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn't strong enough to reliably KO under 150%. Another attack from ''Super Mario 64''.||colspan="2"|Front||{{DamageWhenCharged|15}}||rowspan="2"|*||5||7||40||73||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Back||{{DamageWhenCharged|12}}||14||15||35||75
|-
|rowspan="6"|F-Smash||rowspan="6"|Fire Smash||rowspan="6"|Steps back and then forward, causing a blast of fire out of his hand. One of Mario's best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling is very high. This is Mario's most powerful attack and can be considered his best finisher. The sweetspot is a hitbox with transcendent priority. The attack is derived form Mario's ability to shoot [[fireball]]s.||rowspan="2"|Angled Up||Arm||{{DamageWhenCharged|15}}||rowspan="6"|*||rowspan="6"|15||rowspan="6"|18||rowspan="6"|25||100||rowspan="6"|0||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|Fire||{{DamageWhenCharged|18}}||90||{{AttackType|type=Hand|effect=Flame|t=1}}
|-
|rowspan="2"|Angled Side||Arm||{{DamageWhenCharged|14}}||100||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|Fire||{{DamageWhenCharged|17}}||90||{{AttackType|type=Hand|effect=Flame|t=1}}
|-
|rowspan="2"|Angled Down||Arm||{{DamageWhenCharged|13}}||100||{{AttackType|type=Hand|effect=Normal|t=1}}
|-
|Fire||{{DamageWhenCharged|16}}||90||{{AttackType|type=Hand|effect=Flame|t=1}}
|-
|rowspan="2"|Nair||rowspan="2"|Drop Kick||rowspan="2"|Performs a [[Sex Kick]] kick in the air. Similar to an attack from ''Super Mario 64''. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach.||colspan="2"|Clean||10%||rowspan="2"|*||3||6||20||100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Late||5%||7||29||13||90
|-
|rowspan="3"|Fair||rowspan="3"|Meteor Punch||rowspan="3"|Punches downward. This is a slow [[Meteor Smash]] with below-average power if it is sweetspotted. It is a weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a horizontal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback.||colspan="2"|Windup||12%||*||colspan="2"|16||30||80||rowspan="3"|0||rowspan="3"|{{AttackType|type=Hand|effect=Normal|t=3}}
|-
|colspan="2"|Meteor||13%||280||17||19||20||75
|-
|colspan="2"|Late||10%||*||20||21||20||80
|-
|rowspan="2"|Bair||rowspan="2"|Rear Kick||rowspan="2"|Spins and kicks backward. Similar to his [[Fair]] in the original [[Super Smash Bros.]]. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations).||colspan="2"|Clean||12%||rowspan="2"|*||6||8||10||95||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Late||7%||9||14||7||90
|-
|Uair||Flip Kick||colspan="3"|Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages.||11%||45||4||9||9||100||0||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="3"|Dair||rowspan="3"|[[Mario Tornado]]||rowspan="3"|Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various [[Mario (universe)|Mario games]], such as ''[[Super Mario World]]''. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. It can set-up a down smash at low percentages if the final hit is landed in the ground.||colspan="2"|Hits 1-5||1%||94||colspan="2"|5,7,9,11,13||0||100||10||rowspan="2"|{{AttackType|type=Spin|effect=Normal|t=2}}
|-
|colspan="2"|Hit 6||7%||75||colspan="2"|25||80||80||0
|-
|colspan="2"|Landing||2%||*||1||3||0||100||60||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|Pummel||Nosebutt||colspan="3"|One of the slowest pummels in the game.||3%||*||colspan="2"|16||0||100||30||{{AttackType|type=Head|effect=Normal|t=1}}
|-
|F-Throw||Spin Chuck||colspan="3"|Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge.||9%||45||colspan="2"|13||60||65||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|B-Throw||rowspan="2"|Spin Throw||rowspan="2"|Mario spins around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in ''Super Mario 64''. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario's most damaging throw.||colspan="2"|Throw||12%||45||colspan="2"|44||70||63||0||rowspan="2"|{{AttackType|type=Throwing|effect=Normal|t=2}}
|-
|colspan="2"|Swing Collision||8%||*||colspan="2"|&nbsp;||20||100||0
|-
|U-Throw||Vertical Hurl||colspan="3"|Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a uair juggle but is mostly inferior to the down throw for setting up.||8%||90||colspan="2"|18||70||72||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|D-Throw||Ground Slam||colspan="3"|Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a u-tilt and uair juggle, but it is Mario's weakest throw otherwise.||6%||80||colspan="2"|18||75||50||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|Floor (back)||rowspan="2"|Sweep Kick||rowspan="2"|Gets up then kicks behind him, then in front of him.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||20||21||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||24||25
|-
|rowspan="2"|Floor (front)||rowspan="2"|Double Punch||rowspan="2"|Gets up then punches behind him, then in front of him.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||19||20||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Hand|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||25||26
|-
|rowspan="2"|Floor (trip)||rowspan="2"|Double Kick||rowspan="2"|Kicks behind him, then in front of him while getting up.||colspan="2"|Hit 1||rowspan="2"|5%||rowspan="2"|*||19||20||rowspan="2"|60||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Hit 2||31||32
|-
|rowspan="2"|Edge <100%||rowspan="2"|Quick Kick||rowspan="2"|Does a somersault and then kicks upwards, from a laying down position.||colspan="2"|Legs||8%||rowspan="2"|45||rowspan="2"|24||rowspan="2"|26||rowspan="2"|0||rowspan="2"|100||rowspan="2"|110||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Body||6%
|-
|Edge 100%+||Slow Kick||colspan="3"|Gets up then does a kick similar to his forward tilt.||10%||*||40||44||0||100||110||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|rowspan="3"|[[Neutral Special]]||rowspan="3"|[[Fireball]]||rowspan="3"|A small, weak projectile.||colspan="2"|Early||rowspan="3"|5%||rowspan="3"|*||14||19||30||25||rowspan="3"|0||rowspan="3"|{{AttackType|type=Typeless|effect=Flame|t=3}}
|-
|colspan="2"|Semi-early||20||30||22||20
|-
|colspan="2"|After||30||&nbsp;||11||15
|-
|rowspan="2"|[[Side Special]]||rowspan="2"|[[Cape]]||rowspan="2"|Reverses projectiles and enemies.||colspan="2"|Ground||8%||rowspan="2"|110||rowspan="2"|12||rowspan="2"|14||rowspan="2"|0||rowspan="2"|0||rowspan="2"|0||rowspan="2"|{{AttackType|type=Weapon|effect=Reverse|t=2}}
|-
|colspan="2"|Air||6%
|-
|rowspan="7"|[[Up Special]]||rowspan="7"|[[Super Jump Punch]]||rowspan="7"|Soars upwards, dragging along enemies. Has good initial range and great to use offensively as well as [[out of shield]].||rowspan="2"|Hit 1||Arm||rowspan="2"|5%||70||rowspan="2"|3||rowspan="2"|6||rowspan="6"|0||rowspan="6"|100||130||rowspan="7"|{{AttackType|type=Hand|effect=Coin|t=7}}
|-
|Fist||90||140
|-
|rowspan="2"|Hits 2-4||Arm||rowspan="4"|1%||74||rowspan="2" colspan="2"|7,9,11||rowspan="2"|150
|-
|Fist||90
|-
|rowspan="2"|Hits 5-6||Arm||rowspan="2"|-||rowspan="2" colspan="2"|13-14, 16-17||90
|-
|Fist||120
|-
|colspan="2"|Hit 7||3%||60||19||20||52||145||0
|-
|[[Down Special]]||[[FLUDD]]||colspan="3"|Sprays water that does nothing but push.||0%||55||colspan="2"|&nbsp;||0||100||32||{{AttackType|type=Weapon|effect=Water|t=1}}
|-
|rowspan="2"|[[Final Smash]]||rowspan="2"|[[Mario Finale]]||rowspan="2"|Unleashes a torrent of flame sideways.||colspan="2"|Larger||3%||rowspan="2"|32||rowspan="2"|26||rowspan="2"|260||rowspan="2"|40||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Typeless|effect=Flame|t=2}}
|-
|colspan="2"|Smaller||2%
|}
When its done, we'll put it in the article[[Special:Contributions/108.11.194.149|108.11.194.149]] 15:59, 11 February 2011 (EST)

Revision as of 16:59, February 11, 2011

Inhale

Sorry That I add The standard B move, But it is his trademark move and Kirby uses it in a video math with mario, I think that his copy ability will remain. --User:Fandangox-- 10-21-07 —Preceding unsigned comment added by Fandangox (talkcontribs) 22:38, 21 October 2007 (UTC)

I've played All Star mode with him and spontaneously lost my ability without getting damaged or taunting, so there's clearly SOMETHING going on, not sure how it works though. Maybe when ALL stock is gone, the ability disappears after a time...-Gargomon251 15:06, 30 April 2008 (UTC)


I noticed that someone added that Kirby loses all his jumps after F-throw, B-throw, U-throw, and Final Cutter. I heard from some people (T!mmy as an example) that Kirby keeps his jumps after said moves now. I'm going to check again to make sure, but I think the losing jumps thing only applies to Melee. Please fix. User:MetaXzero--3/04/08 —Preceding unsigned comment added by MetaXzero (talkcontribs) 00:10, 5 March 2008 (UTC)

Kirby does keep his jumps now. Here's a Youtube video.

http://www.youtube.com/watch?v=qvl9qG7i1Zc&NR=1

At about 1:48, Kirby tries to recover using Final Cutter (no intended bad rhyme). he is knocked out of it, and uses jumps. Also, wouldn't he lose his jumps after U-throw anyway? If it's the same as before, he probably can only do it on the ground, and he flies up with his opponent. —Preceding unsigned comment added by A1lion835 (talkcontribs) 02:31, 6 March 2008 (UTC)

"Kirby automatically loses his copied ability if the character he copied is defeated. (i.e stock match)" This is listed under Kirby's cons. However, if I can recall correctly, this is not true. I remember using a character's ability I copied even after they lost all their lives in a stock match. Can anyone else confirm this? --Paperangel 08:43, 30 April 2008 (UTC)

yeah, that's happened to me before. during a stock match I KOed ike with a falcon punch when falcon was deadlinkpwns. so does kirby! 03:02, 19 November 2008 (UTC)

Is Kirby the only character that has the "Idle Stance" section so far? Cooler 101 (talk) 18:57, 17 June 2008 (UTC)

Actually, Kirby's Up-throw comes from his Ninja ability, not his suplex/fighter abilities.

I'm sorry this is slightly off-topic, but can Kirby get grabbed when he has an opponent in his mouth?Lazer81095 19:08, November 1, 2009 (EST)

Recruiting

OK all who are willing. I need lots of help. I need all the moveset to look all alike. I need people willing to help! If you choose to accept this challenge, use Meta Knight's moveset as a perfect example. If you want to help the cause, leave your username under the category on my userpage called "Recruiting". This message is also there. Let's fix these movesets. --Oxico (talk) 20:49, 27 May 2008 (UTC)

Kirby and Fox...

Am I the only one who notice that Kirby and Fox's moves all look a little similar? And have something a little in common?

Standard A - A few punches into a multi-hit combo.
Up-Smash - A Kick-flip
Down Smash - Split-Kick
Side Smash - Forward Kick
Forward Tilt - Kick
Up Tilt - Backwards Kick
Up-Air - Mid-air Flip-kick
Side-Air - Multiple kicks
Down-Air - Drill kick
Down-Special - Fox: Reflects attacks. Kirby: Can absorb hits from attacks.
Special - WOW THEY HAVE THE SAME SPECIAL!!! (After Kirby copies Fox, but still.)

Now, I'm not saying that they are clones like you crazy psychos with Mario and Squirtle, but still, they're pretty similar. Cafinator (talk) 00:39, 30 August 2008 (UTC)

Well they both focus on attacks with legs really. Compare Yoshi. - Gargomon251 (talk) 02:55, 30 August 2008 (UTC)
Wha--? Cafinator (talk) 03:00, 30 August 2008 (UTC)
OK so Yoshi uses more Head/Tail attacks. I dunno. Maybe compare Peach to...Sheik.....forget it lol.- Gargomon251 (talk) 10:04, 30 August 2008 (UTC)
Uhh...Kirby doesn't have a tail. Cafinator (talk) 17:16, 30 August 2008 (UTC)

They were both in super smash bros 64, i think it's fair that they're very similar. Thanks for pointing that out, that's neat! --Lupercaleb (talk) 02:18, 16 October 2008 (UTC)

Ive noticed it to but only with the smash attacks--Lilman93 (talk) 19:01, 5 March 2009 (UTC)

New Format!

While Kirby has had an attributes section for a little while (the combined efforts of me and JtM), I just put him into the rest of the new format. He does, however, need his side taunt and other attacks filled. If anybody could, that would be great.Smorekingxg456 (talk) 16:20, 31 August 2008 (UTC)

Subspace role

"However, Kirby is revived by himself, thanks to the badge he found at Dedede's hideout earlier," It isn't the badge that falls from Peach/Zelda's trophy when Bowser dodged Pit's arrow instead ? Look at Kirby's recollection when he is revived. Metalink187 (talk) 17:36, 18 November 2008 (UTC)

Pros and Cons

Hey there. I haven't been here much lately (I'm mostly on smashboards), but why did we get rid of the pros and cons for the chars (I know we did that a long time ago)?

A1lion835 (talk) 03:18, 23 December 2008 (UTC)A1lion835

See SmashWiki:Post-Merge Cleanup. Clarinet Hawk (talk · contributions) 03:32, 23 December 2008 (UTC)

"all his KO moves have considerabe lag" is not true. His arial hammer is very fast and so is his Fsmash (though with a bit of end lag). Care to explain anyone? Spinodontosaurus (talk) 20:27, December 6, 2009 (UTC)

Kirby as a beginner character...

I think Kirby was meant to be a char used by beginners, as he is easy to get the hang of and/or master, and, the way I see it, he is pretty balanced, aside from his minimal weight. This could also be why he is one of the first characters to appear in the SSE in Brawl, and is a starter character in every game, although that is mere speculation. Not saying kirby is meant solely for beginners, as he is my favorite char and takes practice to get some of the higher damaging and harder to execute combos in. It also seems that he is great for practicing spikes and whatnot as his drill kick is good for it and the hammer can also easily kill a recovering opponent. It's also pretty easy to dodge attacks with him making him perfect for beginners. But then I see some people doing these combos and such on wifi, and it has always made me curious as to if Kirby could be classified as a beginner character or a more specialized and advanced one. Your thoughts please. This has always been a question I've wanted settled, for some reason.

Any character can be used for advanced play, especially the ones higher up on the tier list (including Kirby). His tier ranking wouldn't be high if he didn't have his fair share of techniques, combos, etc. All that aside, Kirby is a user-friendly character which does make him a solid choice as a first main. Unrelated note: next time you accidentally double post, just delete the second part out with another edit. Cheezperson {talk}stuff 05:25, November 2, 2009 (UTC)

Final Smash

Um, as PCwizCube has told me, his final smash is quite easy to avoid. You just spam the ground dodge. I take that back. ~The (Second) Overmind

Attack table

Ha everyone Let's make a attack table We can do it here I coped mario's

  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral Combo Kick Jabs with his right, then his left, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks characters laying on the ground. Punch 1 Fist 3% * 2 3 0 100 15 TypeIcon(Hand).png EffectIcon(Normal).png
Arm 10
Body 80 15
Punch 2 Fist 2% * 8 9 18
Arm 15
Body 80 25
Kick 4% * 20 24 30 95 0 TypeIcon(Foot).png EffectIcon(Normal).png
F-Tilt Power Kick Does a roundhouse kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. Angled Up 8% * 5 8 8 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Angled Side
Angled Down 13
U-Tilt Uppercut Delivers an uppercut while spinning. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be comboed into itself, an up smash, and an uair juggle. 7% 96 5 12 28 130 0 TypeIcon(Hand).png EffectIcon(Normal).png
D-Tilt Crouch Kick Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very little damage, has high ending lag, low knockback, very low hitstun, and very short reach. Foot 5% 80 5 8 20 80 0 TypeIcon(Foot).png EffectIcon(Normal).png
Leg 7%
Dash Slide Kick Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.) Clean Foot 9% 110 6 9 70 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Leg 80
Late Foot 7% 120 10 25 45 30
Leg 70
U-Smash Head Snap Sends opponents skyward with a headbutt. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his f-smash and it is his only attack that can KO vertically under 150%. Template:DamageWhenCharged 83 9 13 32 90 0 TypeIcon(Head).png EffectIcon(Normal).png
D-Smash Breakdance Kick Does a breakdance sweep. Like Mario's other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn't strong enough to reliably KO under 150%. Another attack from Super Mario 64. Front Template:DamageWhenCharged * 5 7 40 73 0 TypeIcon(Foot).png EffectIcon(Normal).png
Back Template:DamageWhenCharged 14 15 35 75
F-Smash Fire Smash Steps back and then forward, causing a blast of fire out of his hand. One of Mario's best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling is very high. This is Mario's most powerful attack and can be considered his best finisher. The sweetspot is a hitbox with transcendent priority. The attack is derived form Mario's ability to shoot fireballs. Angled Up Arm Template:DamageWhenCharged * 15 18 25 100 0 TypeIcon(Hand).png EffectIcon(Normal).png
Fire Template:DamageWhenCharged 90 TypeIcon(Hand).png EffectIcon(Flame).png
Angled Side Arm Template:DamageWhenCharged 100 TypeIcon(Hand).png EffectIcon(Normal).png
Fire Template:DamageWhenCharged 90 TypeIcon(Hand).png EffectIcon(Flame).png
Angled Down Arm Template:DamageWhenCharged 100 TypeIcon(Hand).png EffectIcon(Normal).png
Fire Template:DamageWhenCharged 90 TypeIcon(Hand).png EffectIcon(Flame).png
Nair Drop Kick Performs a Sex Kick kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach. Clean 10% * 3 6 20 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Late 5% 7 29 13 90
Fair Meteor Punch Punches downward. This is a slow Meteor Smash with below-average power if it is sweetspotted. It is a weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a horizontal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback. Windup 12% * 16 30 80 0 TypeIcon(Hand).png EffectIcon(Normal).png
Meteor 13% 280 17 19 20 75
Late 10% * 20 21 20 80
Bair Rear Kick Spins and kicks backward. Similar to his Fair in the original Super Smash Bros.. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations). Clean 12% * 6 8 10 95 0 TypeIcon(Foot).png EffectIcon(Normal).png
Late 7% 9 14 7 90
Uair Flip Kick Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages. 11% 45 4 9 9 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Dair Mario Tornado Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. It can set-up a down smash at low percentages if the final hit is landed in the ground. Hits 1-5 1% 94 5,7,9,11,13 0 100 10 TypeIcon(Spin).png EffectIcon(Normal).png
Hit 6 7% 75 25 80 80 0
Landing 2% * 1 3 0 100 60 TypeIcon(Foot).png EffectIcon(Normal).png
Pummel Nosebutt One of the slowest pummels in the game. 3% * 16 0 100 30 TypeIcon(Head).png EffectIcon(Normal).png
F-Throw Spin Chuck Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9% 45 13 60 65 0 TypeIcon(Throwing).png EffectIcon(Normal).png
B-Throw Spin Throw Mario spins around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario's most damaging throw. Throw 12% 45 44 70 63 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Swing Collision 8% *   20 100 0
U-Throw Vertical Hurl Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a uair juggle but is mostly inferior to the down throw for setting up. 8% 90 18 70 72 0 TypeIcon(Throwing).png EffectIcon(Normal).png
D-Throw Ground Slam Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a u-tilt and uair juggle, but it is Mario's weakest throw otherwise. 6% 80 18 75 50 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Floor (back) Sweep Kick Gets up then kicks behind him, then in front of him. Hit 1 6% * 20 21 80 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Hit 2 24 25
Floor (front) Double Punch Gets up then punches behind him, then in front of him. Hit 1 6% * 19 20 80 50 0 TypeIcon(Hand).png EffectIcon(Normal).png
Hit 2 25 26
Floor (trip) Double Kick Kicks behind him, then in front of him while getting up. Hit 1 5% * 19 20 60 50 0 TypeIcon(Foot).png EffectIcon(Normal).png
Hit 2 31 32
Edge <100% Quick Kick Does a somersault and then kicks upwards, from a laying down position. Legs 8% 45 24 26 0 100 110 TypeIcon(Foot).png EffectIcon(Normal).png
Body 6%
Edge 100%+ Slow Kick Gets up then does a kick similar to his forward tilt. 10% * 40 44 0 100 110 TypeIcon(Foot).png EffectIcon(Normal).png
Neutral Special Fireball A small, weak projectile. Early 5% * 14 19 30 25 0 TypeIcon(Typeless).png EffectIcon(Flame).png
Semi-early 20 30 22 20
After 30   11 15
Side Special Cape Reverses projectiles and enemies. Ground 8% 110 12 14 0 0 0 TypeIcon(Weapon).png EffectIcon(Reverse).png
Air 6%
Up Special Super Jump Punch Soars upwards, dragging along enemies. Has good initial range and great to use offensively as well as out of shield. Hit 1 Arm 5% 70 3 6 0 100 130 TypeIcon(Hand).png EffectIcon(Coin).png
Fist 90 140
Hits 2-4 Arm 1% 74 7,9,11 150
Fist 90
Hits 5-6 Arm - 13-14, 16-17 90
Fist 120
Hit 7 3% 60 19 20 52 145 0
Down Special FLUDD Sprays water that does nothing but push. 0% 55   0 100 32 TypeIcon(Weapon).png EffectIcon(Water).png
Final Smash Mario Finale Unleashes a torrent of flame sideways. Larger 3% 32 26 260 40 100 0 TypeIcon(Typeless).png EffectIcon(Flame).png
Smaller 2%

When its done, we'll put it in the article108.11.194.149 15:59, 11 February 2011 (EST)