Editing Metal Mario (SSB)

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When playable, Metal Mario's [[1P Game]] handicap is removed, making his knockback the same as Mario's and reducing his knockback-based [[armor]]. While he retains some knockback-based [[armor]], his [[weight]] is the same, making him effectively a much slower version of the original. While he doesn't flinch against {{SSB|Fox}}'s [[Blaster]] and doesn't flinch against weaker attacks at low [[percentage]]s, his unusual physics make him worse in almost all areas. His 8-frame [[jumpsquat]] makes any aerial usage a much higher commitment compared to any character in the game, making him easily anti-aired and worse at doing so himself. Due to extremely high fall speed on top of this, Metal Mario's [[recovery]] is abysmal, made even worse by his [[Mario Tornado]] gaining him no height. As a result of these attributes, Metal Mario is considered to be a much more nerfed version of {{SSB|Mario}}, and is arguably one of the worst characters in the game.
When playable, Metal Mario's [[1P Game]] handicap is removed, making his knockback the same as Mario's and reducing his knockback-based [[armor]]. While he retains some knockback-based [[armor]], his [[weight]] is the same, making him effectively a much slower version of the original. While he doesn't flinch against {{SSB|Fox}}'s [[Blaster]] and doesn't flinch against weaker attacks at low [[percentage]]s, his unusual physics make him worse in almost all areas. His 8-frame [[jumpsquat]] makes any aerial usage a much higher commitment compared to any character in the game, making him easily anti-aired and worse at doing so himself. Due to extremely high fall speed on top of this, Metal Mario's [[recovery]] is abysmal, made even worse by his [[Mario Tornado]] gaining him no height. As a result of these attributes, Metal Mario is considered to be a much more nerfed version of {{SSB|Mario}}, and is arguably one of the worst characters in the game.


Metal Mario can be played as with the Gameshark code 800A4B3B 000D or via accessing [[debug mode]]. If Metal Mario wins a game in [[VS Mode]], without additional modifications, the game will crash, due to him lacking a victory animation.
He can be played as with the Gameshark code 800A4B3B 000D or via accessing [[debug mode]]. If Metal Mario wins a game in [[VS Mode]], without additional modifications, the game will crash, due to him lacking a victory animation.


==Attributes==
==Attributes==
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|game=SSB
|game=SSB
|neutralcount=3
|neutralcount=3
|neutralname=Left Punch ({{ja|左パンチ|Hidari Panchi}}) / Right Punch ({{ja|右パンチ|Migi Panchi}}) / Kick ({{ja|キック|Kikku}})
|neutralname=Left Punch, Right Punch, kick
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
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|neutraldesc=Metal Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Metal Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''.
|neutraldesc=Metal Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Metal Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=Middle Kick
|ftiltupdmg=14%
|ftiltupdmg=14%
|ftiltsidedmg=13%
|ftiltsidedmg=13%
|ftiltdowndmg=12%
|ftiltdowndmg=12%
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Metal Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Metal Mario having better options. Comes out fast with decent range and power, although it has high ending lag.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=Uppercut
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=Performs a spinning uppercut. Metal Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
|utiltdesc=Performs a spinning uppercut. Metal Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback.
|dtiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|dtiltname=Spinning Kick
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations.
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashname=Slide
|dashdmg=12% (clean), 10% (late)
|dashdmg=12% (clean), 10% (late)
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options.
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Smash Punch ({{ja|スマッシュパンチ|Sumasshu Panchi}})
|fsmashname=Smash Punch
|fsmashupdmg=18%
|fsmashupdmg=18%
|fsmashsidedmg=17%
|fsmashsidedmg=17%
|fsmashdowndmg=16%
|fsmashdowndmg=16%
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw.
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt
|usmashdmg=19%
|usmashdmg=19%
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness, though.
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness, though.
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashname=Double Kick
|dsmashdmg=17%
|dsmashdmg=17%
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls.
|nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}})
|nairname=Mario Kick
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox.
|fairname=Forward Dropkick ({{ja|前方ドロップキック|Zenpō Doroppukikku}})
|fairname=Forward Dropkick
|fairdmg=16% (clean), 10% (late)
|fairdmg=16% (clean), 10% (late)
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages.
|bairname=Backward Dropkick ({{ja|バックワードキック|Bakkuwādo Kikku}})
|bairname=Backward Dropkick
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=Air Slash
|uairdmg=12% (clean), 9% (late)
|uairdmg=12% (clean), 9% (late)
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname=Drill Kick
|dairdmg=3% (hits 1-8), 24% (total)
|dairdmg=3% (hits 1-8), 24% (total)
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|fthrowname=Forward Spin Throw ({{ja|前方スピンスロー|Zenpō supinsurō}})
|fthrowname=Forward Spin Throw
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=Airplane Swing
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around.
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
Metal Mario will use the same crowd cheers as {{SSB|Mario}}.
Metal Mario will use the same crowd cheers as {{SSB|Mario}}.
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Mario
!{{{name|}}}
|game=SSB
!Cheer (International)
|desc-us=Mario! *claps three times*
!Cheer (Japanese)
|desc-jp=Ma - *clap* ri - o! *clap*  
|-
|pitch-us=Group chant
! scope="row"|Cheer
|pitch-jp=Group chant}}
|[[File:Mario Cheer International SSB.ogg|center]]||[[File:Mario Cheer Japanese SSB.ogg|center]]
|-
! scope="row"|Description
|Mario! *claps 3 times* || Ma - *clap* ri - o! *clap*
|}


==In [[competitive play]]==
==In [[competitive play]]==

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