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Mario Tornado: Difference between revisions

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While in ''Brawl'' Mario Tornado was replaced by [[F.L.U.D.D.]] as Mario's down special, it in turn replaced Mario's old down aerial, as revealed in a [[DOJO!!]] [http://www.smashbros.com/wii/en_us/characters/mario.html#2nd update]. Mario still does his signature "Yahoo!", but in a more blunt tone. The attack is quicker, but the damage is actually unchanged; in fact, it can be an effective KO move if the opponent is hit at the very end of the tornado. It does not affect Mario's falling speed, but it can slightly stop his momentum when he is knocked into the air; additionally, it can no longer be used as a recovery option or to chase opponents. It now has a landing hitbox that deals 2% damage and low set horizontal knockback, comboing effectively into a down smash. It no longer has trandescendent priority.
While in ''Brawl'' Mario Tornado was replaced by [[F.L.U.D.D.]] as Mario's down special, it in turn replaced Mario's old down aerial, as revealed in a [[DOJO!!]] [http://www.smashbros.com/wii/en_us/characters/mario.html#2nd update]. Mario still does his signature "Yahoo!", but in a more blunt tone. The attack is quicker, but the damage is actually unchanged; in fact, it can be an effective KO move if the opponent is hit at the very end of the tornado. It does not affect Mario's falling speed, but it can slightly stop his momentum when he is knocked into the air; additionally, it can no longer be used as a recovery option or to chase opponents. It now has a landing hitbox that deals 2% damage and low set horizontal knockback, comboing effectively into a down smash. It no longer has trandescendent priority.


These changes are retained for ''[[Super Smash Bros. 4]]''. However, the returning {{SSB4|Dr. Mario}} retains his old down aerial while keeping the Dr. Tornado as his down special. The last hit now deals 2% less damage (7% to 5%) but has much more knockback growth (80 to 100) and the hits connect much more reliably due to decreased SDI multipliers. The move is notorious for many combos, such as the infamous "Ally Combo".
These changes are retained for ''[[Super Smash Bros. 4]]''. However, the returning {{SSB4|Dr. Mario}} retains his old down aerial while keeping the Dr. Tornado as his down special. The last hit now deals 2% less damage (7% to 5%) but has much more knockback growth (80 to 100) and the hits connect much more reliably due to decreased SDI multipliers. The move is notorious for many combos, such as the infamous [[Ally Combo]].
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Revision as of 21:35, January 27, 2018

Mario Tornado
Mario Tornado
Mario Tornado in Super Smash Bros. for Wii U.
Users Mario
Dr. Mario ("Dr. Tornado")
Universe Mario
Article on Super Mario Wiki Mario Tornado
Engulf opponents in a high-speed spin. Tap B while attacking to float up.
Melee's instruction manual

The Mario Tornado (マリオトルネード, Mario Tornado) is Mario's down special move in Super Smash Bros. and Super Smash Bros. Melee and his down aerial attack in Super Smash Bros. Brawl and Super Smash Bros. 4.

Overview

Mario spins rapidly with his fists outstretched, dealing multiple hits, then finishes with a full-body stretch to bash opponents at the end. By pressing the special move button rapidly, Mario ascends slightly; this can work as a recovery.

In Smash 64, it is a relatively basic move. It has low startup but rather punishable ending lag. It consists of 14 rapid hits, all of which do 1%, and the last hit launches opponents vertically with high base knockback. However, the move can never KO, as it has set knockback. The move can be used for edgeguarding, as the lower segment of the final hitboxes meteor smash when used in the air, though the meteor smash is hard to land which combined with the move's set knockback, makes this move inferior to Mario's aerials as a gimping tool. The move is a great recovery option, as it covers a decent vertical distance with some horizontal movement, and the amount of button mashing required to rise is rather low, while being even easier to mash if jumped.

In Melee, however, the move was heavily nerfed. It hits 8 times as opposed to 14, making it deal 2% less damage (14→12). This worsens its damage racking ability and shortens the move's duration, though this makes it strike somewhat faster. It has lost the meteor smash hitboxes, and it requires significantly greater button mashing to rise while covering slightly less vertical distance, hurting recovery potential. There is now a delay before the final hitbox so opponents can air dodge out of the move. To compensate for all this, however, the move no longer has set knockback, allowing it to KO at high percents. It should be noted this version of the move has trandescendent priority.

As Mario's down aerial

The Mario Tornado in Brawl.

While in Brawl Mario Tornado was replaced by F.L.U.D.D. as Mario's down special, it in turn replaced Mario's old down aerial, as revealed in a DOJO!! update. Mario still does his signature "Yahoo!", but in a more blunt tone. The attack is quicker, but the damage is actually unchanged; in fact, it can be an effective KO move if the opponent is hit at the very end of the tornado. It does not affect Mario's falling speed, but it can slightly stop his momentum when he is knocked into the air; additionally, it can no longer be used as a recovery option or to chase opponents. It now has a landing hitbox that deals 2% damage and low set horizontal knockback, comboing effectively into a down smash. It no longer has trandescendent priority.

These changes are retained for Super Smash Bros. 4. However, the returning Dr. Mario retains his old down aerial while keeping the Dr. Tornado as his down special. The last hit now deals 2% less damage (7% to 5%) but has much more knockback growth (80 to 100) and the hits connect much more reliably due to decreased SDI multipliers. The move is notorious for many combos, such as the infamous Ally Combo.

Origin

Caped Mario using a Spin Jump in Super Mario World.

The Mario Tornado is likely based on the Spin Jump that originated in Super Mario World. The Spin Jump has lower vertical range than Mario's regular jump but deals more damage, offers protection from landing on normally-hazardous objects and enemies, and can break blocks from above if Mario is not small.

Since the move's appearances in SSB and Melee, the spin jump has continued to appear in Mario games. While its higher damage and block-breaking power are now the job of the Ground Pound instead, spin jumping tends to cause Mario to fall slower, is capable of clearing fog, and gives Mario more height upon bouncing off enemies.

In Super Mario Galaxy and its sequel, Mario has access to a Luma-powered variant of the move, which acts as a one-hit attack, physical projectile reflector, and mid-air double jump/stalling technique.

Gallery

Trivia

  • As Mario Tornado involves Mario leaning backwards out of the plane of gameplay, certain fast and thin hitboxes such as Link's Arrows can be dodged with it.
  • In Smash 4, despite still being Mario's down aerial, it deals more damage than the Dr. Tornado, dealing 10% damage (excluding landing) as opposed to Dr. Tornado's 8% damage.
  • The Mario Tornado can be used to perform the Green shell glitch in Smash 64.

See also