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This page is part of SW:1226. The original page is located here. Hover over a piece of text to see the original Japanese. If you think you can improve a translation, do so. Believed translation accuracy is shown by coloured highlights, ranging through high, medium-high, medium, medium-low, and low/untranslated.
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Mario
The world-famous plumber.
He can be called a standard character,
one with no strong weaknesses.
With a good balance of speed and skill,
he can handle a variety of battle situations.
As a result, the player's skill
will become significantly more important.
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(Pros)
- Has no real weaknesses or vulnerabilities.
- Good jumping height.
- Has a good balance of different types of abilities.
(Cons)
- Has no real strengths or advantages.
- Mobility such as dashing speed is not so good.
- Does not have a strong special move.
Uppercut (strong up attack)
Smash Headbutt (up smash)
Air Slash (up air attack)
- These moves will knock the opponent upwards.
- If used well with knowledge of the target's accumulated damage,
you can keep the opponent in a combo.
- Examples: Smash Headbutt → Uppercut × α
→ Air Slash (from jump)→ Air Slash (from double jump)
Taunt (L button)
- Mario's taunt makes him humongous. As well as being obvious,
it ends when the enlarged hurtbox is hit, and it's very well-liked.
- Also, this seems to be the longest taunt?
▲DOON.
Giant Swing (back throw)
- The Giant Swing back throw
can hit other enemies using the one you're throwing.
- It has very high power for a throw, though I like to use it because it looks cool.
▲It's hard with those short limbs.
Fireball (normal special move)
- A projectile that bounces on the ground.
- When it hits an enemy or item, reaches the end of its life,
or bounces lower than a fixed height it disappears.
- Since the fireball falls, shooting in the air
will hopefully extend the distance and coverage.
- Easily destroys Motion-Sensor Bombs.
Super Jump Punch (up special move)
- An impressive rising punch. Can be used to recover.
- Hits up to 9 times; a coin will pop out for every hit.
...you cannot earn a 1-Up by collecting coins.
- At the start of the move, Mario is invincible for 4 frames.
This is when the strongest part of the attack is.
- When the move is over, the dropping pratfall state is entered.
※Dropping pratfall: A state where you cannot jump or use any attacks.
See technique 37.
Mario Tornado (down special move)
- Involves spinning the enemy around, tossing them straight up at the end.
- Hits with both arms when you're on the ground,
while when you're in the air there are additional hitboxes on the head and feet.
- The hitboxes on the arms hit those on the right to the left and those on the left to the right.
As a result, the opponent is trapped.
- By pounding the B button, you can float in the air a little.
If you are even slightly in the air, the aerial hitboxes are used.
- While spinning, you have limited side-to-side movement.
- If Mario has you caught in this,
keep flicking the stick left or right, so you might escape by hit stop shift.
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▲Hitboxes in the air (red).
Hits on the ground with only the arms.
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Table of Mario's moves
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Weak attack 1 |
Left Punch
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Weak attack 2 |
Right Punch
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Weak attack 3 |
Raised Kick
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Continuous weak attack |
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Dash attack |
Sliding
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Strong side attack |
Middle Kick
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Strong up attack |
Uppercut
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Strong down attack |
Low Spinning Kick
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Side smash attack |
Smash Punch
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Up smash attack |
Smash Headbutt
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Down smash attack |
Double Kick
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Neutral air attack |
Mario Kick
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Forward air attack |
Spinning Dropkick
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Back air attack |
Backward Dropkick
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Up air attack |
Air Slash
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Down air attack |
Drill Kick
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Grab |
Grab
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Forward throw |
Front Throw
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Back throw |
Giant Swing
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Normal special move |
Fireball
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Up special move |
Super Jump Punch
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Down special move |
Mario Tornado
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