Mario (SSBB): Difference between revisions

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(→‎Changes from Super Smash Bros. Melee: Added slightly more data)
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==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Mario has received a mixture of [[nerf]]s and [[buff]]s from ''Melee'' to ''Brawl'', but his buffs are flooded over by his more pronounced flaws from his previous incarnation, and the changes to ''Brawl''{{'}}s mechanics hinder Mario more than they help him. As a result, he was greatly nerfed overall. The removal of [[wavedashing]] hinders Mario's already below average mobility and grounded approach, while the introduction of [[hitstun canceling]] no longer makes it possible for him to chaingrab with his up and down throws, drastically hindering his combo game. His already mediocre KO power was even further reduced, almost completely removing his back throw's KO potential and his smash attacks, which were already his main KOing tools in previous games, were weakened significantly as well, with forward smash's sweetspot being weaker and is now outprioritized by a stronger sourspot while up smash and the front hit of down smash also deal less damage and knockback. Lastly, Mario's new [[Down special move]], [[F.L.U.D.D.]], doesn't push opponents far and doesn't deal any damage to the opponent, which when combined with losing a vital move for his recovery, makes it a step backward from [[Mario Tornado]].
Mario has received a mixture of [[nerf]]s and [[buff]]s from ''Melee'' to ''Brawl'', but his buffs are flooded over by his more pronounced flaws from his previous incarnation, and the changes to ''Brawl''{{'}}s mechanics hinder Mario more than they help him. As a result, he was greatly nerfed overall. The removal of [[wavedashing]] hinders Mario's already below average mobility and grounded approach, while the introduction of [[hitstun canceling]] no longer makes it possible for him to chaingrab with his up and down throws, drastically hindering his combo game. His already mediocre KO power was even further reduced, almost completely removing his back throw's KO potential and his smash attacks, his main KOing tools in previous games, were weakened significantly as well, with forward smash's sweetspot being weaker and is now outprioritized by a stronger sourspot while up smash and the front hit of down smash also deal less damage and knockback. Lastly, Mario's new [[Down special move]], [[F.L.U.D.D.]], doesn't push opponents far and doesn't deal any damage to the opponent, which when combined with losing a vital move for his recovery, makes it a step backward from [[Mario Tornado]].


However, Mario has also seen a few notable buffs. [[Fireball]] can now be [[b-reverse|b-reversed]] which improves his neutral game. While his [[Cape]] has also seen some useful buffs, as it can now shift the opponent's momentum and can briefly [[reverse]] opponents, giving it extreme [[edgeguard|edgeguarding]] potential. [[Super Jump Punch]]'s linking hitboxes connect more reliably and the final hit deals more knockback, enough for it to be situational KO move near the upper blast line at high percents. Finally, Mario's aerials have also seen some notable buffs, all of them (with the exception of Forward aerial) now have decreased landing lag, and back aerial and up aerial can now be performed twice in a shorthop thanks to his higher shorthop, making them even safer on shield and improving Mario’s ability to shield pressure.
However, Mario has also seen a few notable buffs. [[Fireball]] can now be [[b-reverse|b-reversed]] which improves his neutral game. While his [[Cape]] has also seen some useful buffs, as it can now shift the opponent's momentum and can briefly [[reverse]] opponents, giving it extreme [[edgeguard|edgeguarding]] potential. [[Super Jump Punch]]'s linking hitboxes connect more reliably and the final hit deals more knockback, enough for it to be a situational KO move near the upper blast line at high percents. Finally, Mario's aerials have also seen some notable buffs, all of them (with the exception of Forward aerial) now have decreased landing lag, and back aerial and up aerial can now be performed twice in a shorthop thanks to his higher shorthop, making them even safer on shield and improving Mario’s ability to shield pressure.


Overall, Mario's nerfs weigh him down drastically and he is considered much less effective than he was in ''64'' and ''Melee''. He is one of the most severely nerfed characters in the transition from ''Melee'' to ''Brawl''.
Overall, in spite of the handful of decent buffs, Mario's nerfs weigh him down drastically and he is considered much less effective than he was in ''64'' and ''Melee''. He is one of the most severely nerfed characters in the transition from ''Melee'' to ''Brawl''.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{change|Mario's character model is slightly smaller, more in line with his own games. This makes him harder to hit but it also decreases his already poor reach.}}
*{{change|Mario's character model is slightly smaller, more in line with his own games. This makes him harder to hit but it also decreases his already poor reach.}}
*{{change|Mario is slightly [[Weight|lighter]] (100 → 98).}}
*{{change|Mario is slightly [[Weight|lighter]] (100 → 98), as in the PAL version of ''Melee''.}}
*{{change|As with the returning veterans, Mario's [[falling speed]] was reduced (1.7 → 1.28). Compared with the returning veterans, however, Mario falls faster. While improving his vertical endurance, it makes him more vulnerable to combos and hinders his already poor recovery.}}
*{{change|As with the returning veterans, Mario's [[falling speed]] and [[fast fall]] were reduced (1.7 → 1.28 (falling speed), 2.3 → 1.792 (fast fall)). Compared with the returning veterans, however, Mario falls faster. While improving his vertical endurance, it makes him more vulnerable to combos and hinders his already poor recovery.}}
*{{change|Mario's [[gravity]] is lower (0.095 → 0.075).}}
*{{change|Mario's [[gravity]] is lower (0.095 → 0.075).}}
*{{buff|Mario [[jump]]s higher (29 → 31.755375), going from the 4th lowest out of 26 characters to the 25th highest out of 39.}}
*{{buff|Mario [[jump]]s higher (29 → 31.755375), going from the 4th lowest out of 26 characters to the 25th highest out of 39.}}
*{{buff|Mario's [[traction]] has been unchanged (0.06). Compared with the returning veterans, however, Mario's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|Mario's [[traction]] has been unchanged (0.06). Compared with the returning veterans, however, Mario's traction is significantly higher, going from tied for the 16th highest amongst 26 fighters to tied for the 11th highest out of 39, making it easier for him to punish out of shield.}}
*{{buff|Mario's [[air speed]] is higher (0.86 → 0.94), improving his recovery and aerial approach.}}
*{{buff|Mario's [[air speed]] is higher (0.86 → 0.94), improving his recovery and aerial approach.}}
*{{buff|Mario's additional [[air acceleration]] is higher (0.025 → 0.08), increasing the total amount (0.045 → 0.09), despite his base air acceleration being lower (0.02 → 0.01). His air acceleration has also gone from being the 5th lowest out of 26 characters in ''Melee'' to the 13th highest out of 39 characters in ''Brawl''.}}
*{{buff|Mario's additional [[air acceleration]] is higher (0.025 → 0.08), increasing the total amount (0.045 → 0.09), despite his base air acceleration being lower (0.02 → 0.01). His air acceleration has also gone from being the 5th lowest out of 26 characters in ''Melee'' to the 13th highest out of 39 characters in ''Brawl''.}}
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***{{nerf|However, this makes the far hits connect into the later hits less reliably.}}
***{{nerf|However, this makes the far hits connect into the later hits less reliably.}}
**{{nerf|The last hit deals less damage (5% → 4%) without full compensation on its knockback (10 (base)/100 (scaling) → 30/95).}}
**{{nerf|The last hit deals less damage (5% → 4%) without full compensation on its knockback (10 (base)/100 (scaling) → 30/95).}}
**{{nerf|The last hit has more startup with a shorter duration (frames 5-9 → 7-10), more ending lag (FAF 23 → 30).}}
**{{nerf|The last hit has more startup with a shorter duration (frames 5-9 → 7-10) and more ending lag (FAF 23 → 30).}}
*[[Forward tilt]]
*[[Forward tilt]]
**{{buff|Forward tilt deals more base knockback (6 → 8), and no longer deals minimal [[set knockback]] (1 → 0) when angled down.}}
**{{buff|Forward tilt deals more base knockback (6 → 8 (up and non-angled)/13 (down)), and no longer deals minimal [[set knockback]] (1 → 0) when angled down.}}
**{{buff|It has less ending lag (FAF 33 → 25).}}
**{{buff|It has less ending lag (FAF 33 → 25).}}
**{{nerf|It now deals consistent damage across all angles (10% (up)/9% (non-angled)/8% (down) → 8%), weakening both the up and non-angled versions.}}
**{{nerf|It now deals consistent damage across all angles (10% (up)/9% (non-angled)/8% (down) → 8%), weakening both the up and non-angled versions.}}
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**{{nerf|Up tilt deals less damage (8% → 7%) without full compensation on its knockback (26 (base)/125/122/120 (scaling) → 28/130).}}
**{{nerf|Up tilt deals less damage (8% → 7%) without full compensation on its knockback (26 (base)/125/122/120 (scaling) → 28/130).}}
***{{buff|However, this allows it to chain into itself more reliably at lower percents.}}
***{{buff|However, this allows it to chain into itself more reliably at lower percents.}}
***{{buff|Also, in spite of its weaker knockback, the lower falling speeds and changes to the knockback formula allow the move to serve as a niche KOing option at 150%.}}
**{{nerf|It has more startup with a shorter duration (frames 4-12 → 5-11).}}
**{{nerf|It has more startup with a shorter duration (frames 4-12 → 5-11).}}
**{{nerf|The introduction of [[hitstun canceling]] removes all its combo ability except into itself at low percents.}}
**{{nerf|The introduction of [[hitstun canceling]] removes all its combo ability except into itself at low percents.}}
*[[Down tilt]]
*[[Down tilt]]
**{{nerf|Down tilt deals less damage (8%/9% → 5%/7%), with only a slight increased to its base knockback (10 → 20).}}
**{{nerf|Down tilt deals less damage (8%/9% → 5%/7%), with only a slight increase to its base knockback (10 → 20).}}
**{{nerf|Its has a shorter duration (frames 5-8 → 5-7).}}
**{{nerf|Its has a shorter duration (frames 5-8 → 5-7).}}
*[[Dash attack]]
*[[Dash attack]]
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**{{buff|Its sourspot has more knockback scaling (96 → 100).}}
**{{buff|Its sourspot has more knockback scaling (96 → 100).}}
**{{nerf|It has more startup with a shorter duration (frames 12-16 → 16-18) and more ending lag (FAF 42 → 48).}}
**{{nerf|It has more startup with a shorter duration (frames 12-16 → 16-18) and more ending lag (FAF 42 → 48).}}
**{{nerf|Its sweetspot deals less damage across all angles (19% (up)/18% (non-angled)/17% (down) → 18%/17%/16%).}}
**{{nerf|Its sweetspot deals less damage across all angles (19% (up)/18% (non-angled)/17% (down) → 18%/17%/16%) and has less knockback scaling (95 → 90), resulting in it KOing about 14% later.}}
**{{nerf|Its sweetspot has less knockback scaling (95 → 90).}}
**{{nerf|The sweetspot is now placed at the bottom of the ID stack (0 → 2), making it significantly harder to connect with, especially on larger characters.}}
**{{nerf|The sweetspot is now placed at the bottom of the ID stack (0 → 2), making it significantly harder to connect with, especially on larger characters.}}
*[[Up smash]]
*[[Up smash]]
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**{{buff|The introduction of [[DACUS]] improves its approach potential.}}
**{{buff|The introduction of [[DACUS]] improves its approach potential.}}
**{{buff|Up smash has a longer duration (frames 9-11 → 9-14), improving its horizontal range in front of Mario when combined with the new animation.}}
**{{buff|Up smash has a longer duration (frames 9-11 → 9-14), improving its horizontal range in front of Mario when combined with the new animation.}}
**{{nerf|It deals less damage (15% → 14%) and has decreased knockback scaling (97 → 90), hindering its KO potential.}}
**{{nerf|It deals less damage (15% → 14%) and has decreased knockback scaling (97 → 90), hindering its KO potential even with the universally decreased falling speeds.}}
*[[Down smash]]
*[[Down smash]]
**{{buff|Down smash's back hit no longer has a sourspot (10%/12% → 12%), allowing it to KO more consistently.}}
**{{buff|Down smash's back hit no longer has a sourspot (10%/12% → 12%), allowing it to KO more consistently.}}
**{{nerf|Its front hit deals less damage (16% → 15%).}}
**{{nerf|Its front hit deals less damage (16% → 15%) and has less knockback scaling (75 → 73), hindering its KO potential.}}
**{{nerf|Its front hit has less knockback scaling (75 → 73), hindering its KO potential.}}


===Aerial attacks===
===Aerial attacks===