Mario (SSB4): Difference between revisions

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==Update history==
==Update history==
Unlike other characters, Mario has only received minor changes in updates. The changes to shield mechanics in [[1.1.1]] have slightly harmed him overall; while the higher [[shieldstun]] increases the safety of his smash attacks on shield, especially his forward smash's sweetspot, they also make it harder for him to punish [[out of shield]] due to his low traction. Nonetheless, this has not significantly affected Mario's viability in tournament play, and he is considered to be much better relative to the cast than he was during the initial release, which is further compounded by the nerfs game updates have brought to his hardest matchups, most notably {{SSB4|Diddy Kong}}, {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}.
Compared to other top/high tier characters, Mario only received a few minor changes in updates, receiving some subtle improvements to forward smash and [[F.L.U.D.D.]]. But while Mario remains mostly the same in the final game as his initial incarnation, Mario did receive a rather significant universal buff early on.
 
Update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° and 245°-295° which in Mario's case, benefitted him significantly. Mario has a vast array of vertical launching moves, with most of them being vital to his combo game. In early 3DS versions, the presence of vertical LSI meant that Mario's combo potential was much more limited and inconsistent. The opponent could utilise LSI on Mario's vertical launching moves to escape his combos much sooner which overall gave Mario significantly less damage racking potential. This also meant that it was significantly harder for Mario to score a KO from a combo or even a simple confirm, forcing Mario to rely on his raw KO moves or his edgeguarding more to score KOes, with most of Mario's raw KO moves being rather weak knockback wise.
 
With LSI on vertical launching moves being removed in 1.0.4, this helped Mario rather significantly. Mario's combos became a lot more consistent, flexible and damaging since there was less counterplay to avoid them. Mario could get significantly longer/damaging combos more reliably, which could even lead into a KO in the right scenarios. This also benefitted Mario's vertical KO moves, mainly up smash and forward aerial, with the latter also becoming a significantly more practical combo ender. All of these factors combined considerably improved Mario's damage racking and KO potential and while Mario did also become easier to combo due to the LSI changes, his greater combo game more than made up for it.
 
The changes to shield mechanics in [[1.1.1]] were a mixed bag for Mario. The higher [[shieldstun]] increased the safety of Mario's move, with neutral aerial and back aerial in particular now becoming completely safe on shield against a vast majority of the cast, naturally improving Mario's shield pressuring potential. On the negative side however, the higher shieldstun also make it harder for Mario to punish [[out of shield]], especially with his grab due to his low traction. These changes however inadvertedly made Mario's [[Super Jump Punch]] stand out even more as an out shield option as there were numerous moves in the game which were no longer grab punishable but could still be punished by Super Jump Punch, giving Mario a more flexible out of shield game relative to the cast.
 
Overall, Mario significantly benefitted from the transition from 3DS to Wii U but since then, Mario has stayed relatively the same. Mario's powerful punish game has largely remained the same since the launch of the Wii U version and Mario has overall remained a potent character in the game. Mario's exact stance relative to the cast has overall fluctuated as the game received more patches. Mario's exact placement in the original 3DS version is hard to determine but Mario was around the lower end of top tier in early Wii U versions. Things initially looked positive for Mario in earlier patches as the other top tier characters were nerfed but by later patches, new top tiers started to emerge (through DLC and/or buffs) with many of these new top tiers having strong matchups against Mario. This ultimately resulted in Mario struggling more and more as the meta progressed with Mario ending up as a character teetering between top and high tier by the end of the game's main competitive life.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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