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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Mario | |name = Mario | ||
|image | |image = [[Image:Mario SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|altcostume = [[Dr. Mario]] | |altcostume = [[Dr. Mario]] | ||
|moveset1 = Mario (SSBM) | |moveset1 = Mario (SSBM) | ||
|moveset2 = Dr. Mario (SSBM) | |moveset2 = Dr. Mario (SSBM) | ||
|tier = Top | |||
|ranking = 10 | |||
}} | }} | ||
'''Mario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is designed to be a mix of the best attributes of both his ''Melee'' version and {{SSBM|Dr. Mario}}. | '''Mario''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He is designed to be a mix of the best attributes of both his ''Melee'' version and {{SSBM|Dr. Mario}}. <!--tier position paragraph goes here--> | ||
==Attributes== | ==Attributes== | ||
Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents. | Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents. | ||
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==Changes from ''Melee'' to PM== | ==Changes from ''Melee'' to PM== | ||
Mario was overall buffed from ''Melee'' to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between | [[Image:PMMarioAlt.png|thumb|Mario's alternate costume.]] | ||
Mario was overall buffed from ''Melee'' to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between him and {{SSBM|Dr. Mario}}, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{ | *{{change|New down [[taunt]] acts like Dr. Mario's from ''Melee'' and also has a damaging hitbox that deals 3%.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|If [[up smash]] hits late (via in front of Mario as opposed to behind or above), it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks. Also, it deals more damage than the doctor's version.}} | |||
*{{buff|If [[up smash]] hits late (via in front of Mario as opposed to behind or above), it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks. | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a | *{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a standardized angle for KOs <!--please verify if this is the Sakurai angle-->, while the late hit acts like the original meteor smash hitbox, greatly strengthening its use for [[approach]]ing and making it more reliable as a forward air.}} | ||
*{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}} | *{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}} | ||
*{{buff|[[Down aerial]] inflicts higher damage for more consistent use. Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause [[tumbling]] if the rest of the move whiffs.}} | |||
*{{buff|[[Down aerial]] inflicts higher damage for more consistent use | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|[[Back throw]] retains its power from Dr. Mario's back throw.}} | *{{buff|[[Back throw]] retains its power from Dr. Mario's back throw.}} | ||
===Special | ===Special attacks=== | ||
*{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory.}} | *{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory.}} | ||
*{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] during the first 6 frames it is touching the wall, instead of just the first frame. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}} | *{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] during the first 6 frames it is touching the wall, instead of just the first frame. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}} | ||
*{{buff|[[Mario Tornado]] creates more vertical distance, aiding Mario's recovery.}} | |||
**{{change|Before 3.5, Mario Tornado had star graphics, in a reference to the Star Spin from ''{{s|mariowiki|Super Mario Galaxy}}''.}} | |||
*{{nerf|Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its [[wall jump]] technique until landing.}} | *{{nerf|Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its [[wall jump]] technique until landing.}} | ||
*{{change|Mario uses SFX from ''Melee'' for his [[Fireball]]s and retained down aerial.}} | |||
==Changes from ''Brawl'' to PM== | ==Changes from ''Brawl'' to PM== | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Mario now has a new alternate costume, Dr. Mario, who throws Megavitamins instead of fireballs and uses | *{{change|Mario now has a new alternate costume, Dr. Mario, who throws Megavitamins instead of fireballs and uses a light effect for his forward smash instead of fire.}} | ||
*{{change|Mario now says "hoh" when doing his first jump.}} | *{{change|Mario now says "hoh" when doing his first jump.}} | ||
*{{buff|Mario's down taunt has been changed to act like that of Dr. Mario in ''Melee'', however it now has a damaging hitbox on the fireball/Megavitamin that does 3%.}} | *{{buff|Mario's down taunt has been changed to act like that of Dr. Mario in ''Melee'', however it now has a damaging hitbox on the fireball/Megavitamin that does 3%.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|Fireballs do 2% more damage.}} | *{{buff|Fireballs do 2% more damage.}} | ||
**{{change|Mario's fireballs use their | **{{change|Mario's fireballs use their Melee sound effects.}} | ||
*{{buff|Cape does 2% more damage.}} | *{{buff|Cape does 2% more damage.}} | ||
**{{buff|Cape does not deal less damage when used in the air.}} | **{{buff|Cape does not deal less damage when used in the air.}} | ||
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***{{buff|However, Project M's different ledge mechanics counter this, since Mario can turn opponents around from the ledge and stop them from grabbing it.}} | ***{{buff|However, Project M's different ledge mechanics counter this, since Mario can turn opponents around from the ledge and stop them from grabbing it.}} | ||
*{{buff|Mario can utilize the Super Jump Punch wall jump technique.}} | *{{buff|Mario can utilize the Super Jump Punch wall jump technique.}} | ||
*{{buff|Mario Tornado | *{{buff|The re-introduction of Mario Tornado improves Mario's recovery potential.}} | ||
*{{nerf|Mario's edgeguarding abilities have been slightly degraded with the removal of F.L.U.D.D.}} | *{{nerf|Mario's edgeguarding abilities have been slightly degraded with the removal of F.L.U.D.D.}} | ||
*{{nerf|Super Jump Punch only hits six times and does 1% less damage overall.}} | *{{nerf|Super Jump Punch only hits six times and does 1% less damage overall.}} | ||
== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{buff|Adjusted Mario's tornado mashing to gain more height.}} | *{{buff|Adjusted Mario's tornado mashing to gain more height.}} | ||
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*{{buff|Cape damage increased|8|10}} | *{{buff|Cape damage increased|8|10}} | ||
**{{nerf|However, it no longer damages shielding opponents.}} | **{{nerf|However, it no longer damages shielding opponents.}} | ||
*{{nerf|Now checks on frame 1 for touching wall as required for Super Jump Punch wall jump. Touching wall was not required before.}} | *{{nerf|Now checks on frame 1 for touching wall as required for Super Jump Punch wall jump. Touching wall was not required before.}} | ||
*{{nerf|Down smash deals less damage (Does 16% front and 12% back).}} | *{{nerf|Down smash deals less damage (Does 16% front and 12% back).}} | ||
*{{nerf|Down air's hitbox sizes decreased.}} | *{{nerf|Down air's hitbox sizes decreased.}} | ||
*{{nerf|Fireballs/Megavitamins's damage|8|7}} | *{{nerf|Fireballs/Megavitamins's damage|8|7}} | ||
**{{nerf| | **{{nerf|Landing lag on Fireballs/Megavitamins increased.}} | ||
**{{change|Fireballs have a small fiery burst, while Megavitamins have a small smoke puff.}} | **{{change|Fireballs have a small fiery burst, while Megavitamins have a small smoke puff.}} | ||
*{{nerf|Dr. Mario's forward smash now uses Project M's new Light element, which is essentially an [[Effect|electric hitbox]], but with the same hitlag for both the attacker and the attacked character. This hurts the Doc variant; previously Doc had less hitlag than the attacked character and could possibly act out of the move before the attacked character could. Mario's variant is unaffected. This element is Effect 13 for moveset editing purposes. }} | *{{nerf|Dr. Mario's forward smash now uses Project M's new Light element, which is essentially an [[Effect|electric hitbox]], but with the same hitlag for both the attacker and the attacked character. This hurts the Doc variant; previously Doc had less hitlag than the attacked character and could possibly act out of the move before the attacked character could. Mario's variant is unaffected. This element is Effect 13 for moveset editing purposes. }} | ||
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**{{nerf|Down tilt IASA|frame 27|29}} | **{{nerf|Down tilt IASA|frame 27|29}} | ||
*{{change|Dr. Mario's forward smash sound effect modified to be consistent with other attacks.}}<ref name="beta"></ref> | *{{change|Dr. Mario's forward smash sound effect modified to be consistent with other attacks.}}<ref name="beta"></ref> | ||
*{{buff|Forward air meteor hit (Mario) start|frame 20|18}} | *{{buff|Forward air meteor hit (Mario) start|frame 20|18}} | ||
**{{nerf|Forward air outward strike (Dr. Mario) hitbox removal|frame 19|17}} | **{{nerf|Forward air outward strike (Dr. Mario) hitbox removal|frame 19|17}} | ||
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|- | |- | ||
! colspan="2" | Dash attack | ! colspan="2" | Dash attack | ||
| || 9% (clean), 8% (late) || Slides low on the ground forward with his left leg extended. Sends foes upwards | | || 9% (clean), 8% (late) || Slides low on the ground forward with his left leg extended. Sends foes upwards. | ||
|- | |- | ||
! rowspan="3" | Forward smash || ↗ | ! rowspan="3" | Forward smash || ↗ | ||
| rowspan="3" | || {{ChargedSmashDmgSSBM|20}} (fire), {{ChargedSmashDmgSSBM|15}} (left arm), {{ChargedSmashDmgSSBM|11}} (right arm) || rowspan="3" | Rears back with hands cupped together and then extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his left hand. This move can be angled; being stronger if angled upwards. | | rowspan="3" | || {{ChargedSmashDmgSSBM|20}} (fire), {{ChargedSmashDmgSSBM|15}} (left arm), {{ChargedSmashDmgSSBM|11}} (right arm) || rowspan="3" | Rears back with hands cupped together and then extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his left hand. This move can be angled; being stronger if angled upwards. Mario's version has a bit more reach than Dr. Mario's, and for the former the sweetspot tends to be further away at the very fire blast, while the latter has it closer to the palm. | ||
|- | |- | ||
!→ | !→ | ||
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|- | |- | ||
! colspan="2" | Down smash | ! colspan="2" | Down smash | ||
| || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|12}} (back feet), {{ChargedSmashDmgSSBM|10}} (back legs) || Mario performs a break-dancing sweep kick that can hit on both sides. A decent knockback tool | | || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|12}} (back feet), {{ChargedSmashDmgSSBM|10}} (back legs) || Mario performs a break-dancing sweep kick that can hit on both sides. A decent knockback tool. | ||
|- | |- | ||
! colspan="2" | Neutral aerial | ! colspan="2" | Neutral aerial | ||
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|- | |- | ||
! colspan="2" | Down aerial | ! colspan="2" | Down aerial | ||
| || 3% (hits 1-3), 2% (hit 4-7 & landing) || Spins around via a drill kick aimed downward, hitting the opponent multiple times. | | || 3% (hits 1-3), 2% (hit 4-7 & landing) || Spins around via a [[Drill (archetype)|drill]] kick aimed downward, hitting the opponent multiple times. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
<!--Glide attack--> | <!--Glide attack--> | ||
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|- | |- | ||
! colspan="2" | Back throw | ! colspan="2" | Back throw | ||
| || 12% (throw), 8% (collateral) || Spins around three times and swings the opponent backwards in a giant swing throw. One of his stronger throws and can hit nearby enemies with the grabbed target | | || 12% (throw), 8% (collateral) || Spins around three times and swings the opponent backwards in a giant swing throw. One of his more stronger throws and can hit nearby enemies with the grabbed target. | ||
|- | |- | ||
! colspan="2" | Up throw | ! colspan="2" | Up throw | ||
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|- | |- | ||
! colspan="2" | Down special | ! colspan="2" | Down special | ||
| [[Mario Tornado|Mario]] / [[Dr. Tornado]] || 2% (hit 1), 1% (hits 2-7), 5% (hit 8) || Mario performs a multi-hit spinning attack with his fists outstretched that traps opponents before knocking them away. Mario can rise in the air with this move by [[Button mashing|mashing]] the special button, though this can only be used once before touching the ground | | [[Mario Tornado|Mario]] / [[Dr. Tornado]] || 2% (hit 1), 1% (hits 2-7), 5% (hit 8) || Mario performs a multi-hit spinning attack with his fists outstretched that traps opponents before knocking them away. Mario can rise in the air with this move by [[Button mashing|mashing]] the special button, though this can only be used once before touching the ground. | ||
|- | |- | ||
! colspan="2" | Final Smash | ! colspan="2" | Final Smash | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Ellis|USA}} | |||
*{{Sm|Gallo|USA}} | |||
*{{Sm|Popboy|USA}} | |||
*{{Sm|Stoks|USA}} | |||
===Inactive players=== | |||
*{{Sm| | *{{Sm|Boss|USA}} | ||
*{{Sm|CruzyCakes|USA}} | |||
*{{Sm| | *{{Sm|Mew2King|USA}} | ||
*{{Sm| | *{{Sm|Seibrik|USA}} | ||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
Dr. Mario appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. This costume provides many aesthetic changes; Mario's Fireballs and their related sound effects in his neutral special and down taunt changed to that of the Megavitamins, his [[forward smash]] sports an electric effect and Dr. Mario's cape color matches the color used. No differences apply in regular gameplay from these aesthetic changes, but the changed elements will affect [[The Subspace Emissary]] and [[Boss Battles]] enemies. | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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|colspan=8|[[File:Mario Palette (PM).png|frame|center|Mario's alternate costumes in PM]] | |colspan=8|[[File:Mario Palette (PM).png|frame|center|Mario's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:MarioHeadSSBB.png]] | ||
|[[ | |[[Image:MarioHeadWhiteSSBB.png]] | ||
|[[ | |[[Image:MarioHeadBlueSSBB.png]] | ||
|[[ | |[[Image:MarioHeadGreenSSBB.png]] | ||
|[[ | |[[Image:MarioHeadBlackSSBB.png]] | ||
|- | |- | ||
|[[ | |[[Image:DrMarioHeadPM.png]] | ||
|[[ | |[[Image:DrMarioHeadBlackPM.png]] | ||
|[[ | |[[Image:DrMarioHeadRedPM.png]] | ||
|[[ | |[[Image:DrMarioHeadGreenPM.png]] | ||
|[[ | |[[Image:DrMarioHeadBluePM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to ''Brawl''{{'}}s NTSC game identification code. | *The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to ''Brawl''{{'}}s NTSC game identification code. | ||
* | *Mario's Wario-coloured costume was removed because it is somewhat redundant (Unlike ''Smash 64'' and ''Melee'', Wario is a playable character and even has his classic overall outfit) and this also gave Doctor Mario room for his black color, making him one of only four characters from ''Brawl'' to lose a costume (the others being Marth's light blue costume, Ganondorf's brown costume, and Snake's blue costume.). | ||
**Interestingly, it makes Mario and Doctor Mario have the exact same amount of colors (five for each, similar to their costumes from ''Melee''). | |||
{{Project M}} | {{Project M}} | ||
[[Category:Mario]] | [[Category:Mario]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |