Editing Metal Mario

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[[File:Metal Mario SSB.png|thumb|left|150px|Metal Mario as he appears in ''Smash 64''.]]
[[File:Metal Mario SSB.png|thumb|left|150px|Metal Mario as he appears in ''Smash 64''.]]


Metal Mario can be controlled if loaded via the [[debug menu]] or the Gameshark code 800A4B3B 000D. Despite his power in [[1P Game]], many players consider him to be far worse than normal Mario. Despite his aforementioned strengths and knockback resistance, he is less resilient than his 1P Game counterpart, as his handicap is removed; additionally, his buffed knockback is neutralised. For all intents and purposes, playable Metal Mario is regular Mario with altered movement physics.  
Metal Mario can be controlled if loaded via the [[debug menu]], pressing D Pad Up on the Mario CSS slot of the ''[[Smash Remix]]'' rom hack, or the Gameshark code 800A4B3B 000D. Despite his power in [[1P Game]], many players consider him to be far worse than normal Mario. Despite his aforementioned strengths and knockback resistance, he is less resilient than his 1P Game counterpart, as his handicap is removed; additionally, his buffed knockback is neutralised. For all intents and purposes, playable Metal Mario is regular Mario with altered movement physics.  


Metal Mario maintains some knockback-based [[armor]], able to resist weak attacks at lower [[percentage]]s, while being immune to {{SSB|Fox}}'s [[Blaster]] and [[Luigi Cyclone]]'s 1%-dealing hitboxes. He also has reduced [[combo]] potential, as he cannot efficiently follow up with combos after attacking due to an abysmal short hop, 8-frame jumpsquat, and awkward aerial and dashing physics. Metal Mario's fall speed of 100 is faster than his fast fall speed of 72 - the only character in the game like this - making Metal Mario fall ''slower'' when initiating a fast fall. Because of how fast Metal Mario falls, while it helps with vertical survivability, it hinders his [[recovery]], makes getting out of combos very difficult, and also makes him vulnerable to [[chain grab]]s. Notably, Metal Mario's equivalent to [[Mario Tornado]] arguably hinders his recovery instead of helping, gaining almost no height.  
Metal Mario maintains some knockback-based [[armor]], able to resist weak attacks at lower [[percentage]]s, while being immune to {{SSB|Fox}}'s [[Blaster]] and [[Luigi Cyclone]]'s 1%-dealing hitboxes. He also has reduced [[combo]] potential, as he cannot efficiently follow up with combos after attacking due to an abysmal short hop, 8-frame jumpsquat, and awkward aerial and dashing physics. Metal Mario's fall speed of 100 is faster than his fast fall speed of 72 - the only character in the game like this - making Metal Mario fall ''slower'' when initiating a fast fall. Because of how fast Metal Mario falls, while it helps with vertical survivability, it hinders his [[recovery]], makes getting out of combos very difficult, and also makes him vulnerable to [[chain grab]]s. Notably, Metal Mario's equivalent to [[Mario Tornado]] arguably hinders his recovery instead of helping, gaining almost no height.  

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