Metal Mario: Difference between revisions

155 bytes added ,  1 year ago
→‎In Super Smash Bros.: added details about the handicap bosses use along with a few small details. I am 99.9% sure the damage is due to the handicap as well but I'm looking to get verification on that. Also, added a model image.
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(→‎In Super Smash Bros.: added details about the handicap bosses use along with a few small details. I am 99.9% sure the damage is due to the handicap as well but I'm looking to get verification on that. Also, added a model image.)
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Metal Mario debuts as a [[minor boss]] in the ninth stage of the [[1P Game]] and is fought on the [[Meta Crystal]] stage.  
Metal Mario debuts as a [[minor boss]] in the ninth stage of the [[1P Game]] and is fought on the [[Meta Crystal]] stage.  


Despite appearing as a simple palette-swap of {{SSB|Mario}} at first glance, Metal Mario is a powerful fighter who barely flinches to ordinary attacks, is unaffected by [[grab]]s and [[throw]]s at low percentages, and can sustain an absurd amount of damage before even being put into [[KO]] range (often over 300%) while being able to send the player's character flying slightly farther than normal from normal attacks and throws; however, he is very weak to [[edge-guarding]]: once a player manages to knock him off the stage, he will often fail to recover due to his extremely fast falling speed, despite the decent distance from his [[Super Jump Punch]].  
Despite appearing as a simple palette-swap of {{SSB|Mario}} at first glance, Metal Mario is a powerful fighter who barely flinches to ordinary attacks, is unaffected by [[grab]]s and [[throw]]s at low percentages, and has a [[handicap]] that allows him to take around 200% before being possible to launch. Additionally, Metal Mario is to send the player's character flying slightly farther than normal from normal attacks and throws. However, he is very weak to [[edge-guarding]]: once a player manages to knock him off the stage, he will often fail to recover due to his extremely fast falling speed, despite the decent distance from his [[Super Jump Punch]].  


Metal Mario doesn't sprint and rarely jumps; he simply walks from place to place at a steady pace. He also rarely uses his [[Fireball]] attack, even though a normal CPU Mario uses it often, and {{SSB|Kirby}} will not gain a [[copy ability]] from [[inhale (Kirby)|inhaling]] him. On lower difficulties, he mainly walks around the stage and hardly attacks, but becomes more powerful on higher difficulties.
Metal Mario doesn't sprint and rarely jumps; he simply walks from place to place at a steady pace. He also rarely uses his [[Fireball]] attack, even though a normal CPU Mario uses it often, and {{SSB|Kirby}} will not gain a [[copy ability]] from [[inhale (Kirby)|inhaling]] him. On lower difficulties, he mainly walks around the stage and hardly attacks, but becomes more powerful on higher difficulties.
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===As a playable character===
===As a playable character===
[[File:MetalMarioModelSSB.png|thumb|right|150px|Metal Mario's model in ''Smash 64''.]]
[[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 using certain cheat codes such as the [[debug menu]]; however, many players consider him to be far worse than normal Mario. Despite his aforementioned strengths and knockback resistance, he is less resistant to it than his 1P Game counterpart. He also has reduced [[combo]] potential, as he cannot efficiently follow up with combos after attacking due to an abysmal short hop, and has awkward aerial and dashing physics. As previously mentioned, he also has an extremely quick falling speed, which not only hinders his [[recovery]], but makes him very vulnerable to [[chaingrab]]s and certain combos.
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 resistant to it than his 1P Game counterpart, as his handicap is removed. He also has reduced [[combo]] potential, as he cannot efficiently follow up with combos after attacking due to an abysmal short hop, and has awkward aerial and dashing physics. As previously mentioned, he also has an extremely quick falling speed, which not only hinders his [[recovery]], but makes him very vulnerable to [[chaingrab]]s and certain combos.
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