Mario (SSB4): Difference between revisions
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|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A wheel kick. It can be angled. Can lock at low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose. | |ftiltdesc=A wheel kick. It can be angled. Can lock at very low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5.5% | |utiltdmg=5.5% | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% (foot), 7% (body) | |dtiltdmg=5% (foot), 7% (body) | ||
|dtiltdesc=A legsweep. | |dtiltdesc=A legsweep. Unsafe on hit until around 60% on most of the cast, but combos into aerials at later percents than down-throw or up-tilt. | ||
|dashname= | |dashname= | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
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|fsmashsidedmg={{ChargedSmashDmgSSB4|17}} (fire), {{ChargedSmashDmgSSB4|14}} (arm) | |fsmashsidedmg={{ChargedSmashDmgSSB4|17}} (fire), {{ChargedSmashDmgSSB4|14}} (arm) | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | |fsmashdowndmg={{ChargedSmashDmgSSB4|17.51}} (fire), {{ChargedSmashDmgSSB4|14.42}} (arm) | ||
|fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it | |fsmashdesc=Steps back and does a palm thrust that produces a small explosion. Mario's strongest smash attack: it KOs at 99% sweetspotted and 118% sourspotted when angled up, at 105% sweetspotted and 124% sourspotted when unangled, and at 101% sweetspotted and 120% sourspotted when angled down. Despite being his smash attack with the highest amount of ending lag, it has relatively fast interruptibility (frame 48) compared to other smash attacks of its power, making it difficult to punish [[out of shield]] if sweetspotted. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt | ||
|usmashdmg={{ChargedSmashDmgSSB4|14}} | |usmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|usmashdesc=An upward arcing headbutt. | |usmashdesc=An upward arcing headbutt. This is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, it has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. Altogether, this makes it a very useful KO move. It KOs at 117% from the middle of [[Final Destination]]. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | ||
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the | |dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the front hit is rather weak. Front hit KOs at 162% and up, whereas the back hit KOs at 133% and up, both from the middle of Final Destination. | ||
|nairname= | |nairname= | ||
|nairdmg=8% (clean), 5% (late) | |nairdmg=8% (clean), 5% (late) | ||
|nairdesc=A flying kick. A standard [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), | |nairdesc=A flying kick. A standard [[sex kick]], it loses much of its already below-average power after the first few frames. It is useful for breaking out of combos due to its very fast startup (frame 3), has use as a versatile horizontal combo extender, can set up techchases and locks on fastfallers, and the late hit can lock opponents. [[Autocancel]]s in a [[short hop]]. | ||
|fairname=Meteor Knuckle | |fairname=Meteor Knuckle | ||
|fairdmg=12% (early), 14% (clean), 10% (late) | |fairdmg=12% (early), 14% (clean), 10% (late) | ||
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|dairname=[[Mario Tornado]] | |dairname=[[Mario Tornado]] | ||
|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing) | |dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing) | ||
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action | |dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action with hitboxes or invincibility active on or sooner than frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''{{s|mariowiki|Super Mario World}}''. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Mario's overall grab range is average. | |grabdesc=Reaches out. Mario's overall grab range is average. | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations and mixups at low percents. | |fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations on fastfallers, and mixups on floaties at low percents. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing | ||
|bthrowdmg=11% (throw), 8% (collateral) | |bthrowdmg=11% (throw), 8% (collateral) | ||
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|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw | |uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw on fastfallers at low percentages. It can also KO floaty characters above 180% without rage. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% |