Editing Mario (SSBB)
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*[[Dash attack]] | *[[Dash attack]] | ||
**{{buff|Dash attack's hitboxes are bigger and placed further forward, now covering more of Mario's leg.}} | **{{buff|Dash attack's hitboxes are bigger and placed further forward, now covering more of Mario's leg.}} | ||
**{{change|Dash attack no longer has consistent angles (110° → 110°/80° (clean), 120° → 120°/70° (late)) | **{{change|Dash attack no longer has consistent angles (110° → 110°/80° (clean), 120° → 120°/70° (late)).}} | ||
*[[Forward smash]] | *[[Forward smash]] | ||
**{{change|Forward smash's animation has been slightly changed. Mario rears back more while standing on one leg during the charging animation, while stepping and leaning forward upon unleashing the move and having his right arm positioned lower.}} | **{{change|Forward smash's animation has been slightly changed. Mario rears back more while standing on one leg during the charging animation, while stepping and leaning forward upon unleashing the move and having his right arm positioned lower.}} | ||
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*[[Down aerial]] | *[[Down aerial]] | ||
**{{change|Mario has a new [[down aerial]]: [[Mario Tornado]], which was previously his [[down special]]. As a result, its hitbox timings have been altered (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29 → 5, 7, 9, 11, 13, 25).}} | **{{change|Mario has a new [[down aerial]]: [[Mario Tornado]], which was previously his [[down special]]. As a result, its hitbox timings have been altered (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29 → 5, 7, 9, 11, 13, 25).}} | ||
***{{nerf|Because of this, the move has more ending lag overall.}} | ***{{nerf|Because of this, the move has more ending lag and shorter duration overall.}} | ||
**{{buff|It has much less startup lag (frame 10 → 5).}} | **{{buff|It has much less startup lag (frame 10 → 5).}} | ||
***{{nerf|However, each hit has a shorter duration (2 frames → 1).}} | ***{{nerf|However, each hit has a much shorter duration (2 frames → 1) allowing to opponents to escape much easier.}} | ||
**{{buff|The loop hits have reduced set knockback (30 → 10) and there is a shorter gap between each hit (2 frames → 1), making them connect more reliably.}} | **{{buff|The loop hits have reduced set knockback (30 → 10) and there is a shorter gap between each hit (2 frames → 1), making them connect more reliably.}} | ||
**{{buff|The last hit deals more damage (2% → 7%) and knockback (30 (set)/100 (scaling) → 80 (base)/80 (scaling)), granting it KO and juggling potential.}} | **{{buff|The last hit deals more damage (2% → 7%) and knockback (30 (set)/100 (scaling) → 80 (base)/80 (scaling)), granting it KO and juggling potential.}} | ||
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**{{nerf|The loop hits deal less damage (2% → 1%).}} | **{{nerf|The loop hits deal less damage (2% → 1%).}} | ||
**{{nerf|Due to hitting only six times instead of seven coupled with the loop hits dealing less damage, the move's maximum damage potential is lower (14.74% → 12%).}} | **{{nerf|Due to hitting only six times instead of seven coupled with the loop hits dealing less damage, the move's maximum damage potential is lower (14.74% → 12%).}} | ||
**{{nerf|There is now a large gap between the last two hits (2 frames → 11) which allows the opponent to either trade with down aerial if they have a frame 3 aerial or they can avoid it (and potentially punish Mario) if they have a fast, intangible special move.}} | **{{nerf|There is now a large gap between the last two hits (2 frames → 11) which allows the opponent to either trade with down aerial if they have a frame 3 aerial or they can avoid it (and potentially punish Mario) if they have a fast, intangible special move, hindering significantly it's utility.}} | ||
**{{nerf|Down aerial's new animation is longer (38 frames → 44), increasing the amount of time Mario cannot grab the ledge after using the move.}} | **{{nerf|Down aerial's new animation is longer (38 frames → 44), increasing the amount of time Mario cannot grab the ledge after using the move.}} | ||
**{{nerf|With the addition of [[SDI multiplier]]s in ''Brawl'', the loop hits have received above-average multipliers (1× → 1.5×), allowing opponents to escape them more easily.}} | **{{nerf|With the addition of [[SDI multiplier]]s in ''Brawl'', the loop hits have received above-average multipliers (1× → 1.5×), allowing opponents to escape them more easily and worsening it's utility as a spacing tool.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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**{{change|Mario has a new down special: F.L.U.D.D. This replaces Mario Tornado from ''Melee''. It is a [[charge]]able move that fires water that pushes opponents away.}} | **{{change|Mario has a new down special: F.L.U.D.D. This replaces Mario Tornado from ''Melee''. It is a [[charge]]able move that fires water that pushes opponents away.}} | ||
**{{buff|F.L.U.D.D. is a much more effective edgeguarding move due to it pushing opponents away, has extremely more reach than Mario Tornado, and can be angled to adjust its hitbox positioning, improving its safety.}} | **{{buff|F.L.U.D.D. is a much more effective edgeguarding move due to it pushing opponents away, has extremely more reach than Mario Tornado, and can be angled to adjust its hitbox positioning, improving its safety.}} | ||
**{{nerf|Compared to Mario Tornado, however, F.L.U.D.D. cannot extend Mario's recovery or hit opponents behind him, and does not deal any damage.}} | **{{nerf|Compared to Mario Tornado, however, F.L.U.D.D. cannot extend Mario's recovery or hit opponents behind him, and does not deal any damage, completely removing his KO and combo potential and has significantly less utility compared to Mario Tornado.}} | ||
**{{change|F.L.U.D.D. lacks [[transcendent priority]], unlike Mario Tornado.}} | **{{change|F.L.U.D.D. lacks [[transcendent priority]], unlike Mario Tornado.}} | ||
*[[Mario Finale]]: | *[[Mario Finale]]: | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Mario | |||
|game=Brawl | |||
|desc-us=Ma-Ri-O! | |||
|desc-jp=Ma-Ri-O! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
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|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:SubspaceIntro-Mario.png|thumb|250px|Mario in ''[[SSE]]''.]] | [[File:SubspaceIntro-Mario.png|thumb|250px|Mario in ''[[SSE]]''.]] | ||
In the beginning, trophies of Mario and {{SSBB|Kirby}} are thrown into the [[Midair Stadium]], where they come to life and have a friendly fight (a reference to the introduction in [[Super Smash Bros.|the first game of the series]], where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as, and the character not chosen is the opponent. After the battle between the two, the winner revives the loser, they shake hands, and wave to the [[crowd]]. Suddenly, ominous red clouds appear above the stadium, and the [[Halberd]] emerges from them. It releases [[Shadow Bug]]s which form into [[Primid]]s. {{SSBB|Peach}} and {{SSBB|Zelda}}, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the [[Ancient Minister]]. After seeing two R.O.B.s setting up a [[Subspace Bomb]], Mario runs to try and stop it, only to be blasted out of the stadium | In the beginning, trophies of Mario and {{SSBB|Kirby}} are thrown into the [[Midair Stadium]], where they come to life and have a friendly fight (a reference to the introduction in [[Super Smash Bros.|the first game of the series]], where Mario and Kirby prepare to fight each other towards the end). The player chooses the one they want to play as, and the character not chosen is the opponent. After the battle between the two, the winner revives the loser, they shake hands, and wave to the [[crowd]]. Suddenly, ominous red clouds appear above the stadium, and the [[Halberd]] emerges from them. It releases [[Shadow Bug]]s which form into [[Primid]]s. {{SSBB|Peach}} and {{SSBB|Zelda}}, who were watching the match, come to help, and after defeating all of the enemies, they are all confronted by the [[Ancient Minister]]. After seeing two R.O.B.s setting up a [[Subspace Bomb]], Mario runs to try and stop it, only to be blasted out of the stadium and [[Star KO]]'d by a cannonball apparently fired by [[Petey Piranha]]. | ||
During his descent from [[Skyworld]], {{SSBB|Pit}} finds Mario's trophy and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids across [[the Plain]] and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a [[Footstool Jump]] on Mario, but he also fails. They then continue on their quest. | During his descent from [[Skyworld]], {{SSBB|Pit}} finds Mario's trophy and revives him. Once Mario recounts what happened, the two proceeded on their journey. When they reach the ground, they fight Primids across [[the Plain]] and attempt to stop the Ancient Minister from delivering another Subspace Bomb. Mario attempts to reach the Minister, but falls short; Pit also tries to get him by using a [[Footstool Jump]] on Mario, but he also fails. They then continue on their quest. | ||