Mario (SSBU): Difference between revisions

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usually like just listing the best 3 reps of a character, and these three are easily the main reps rn
Tag: Mobile edit
m (usually like just listing the best 3 reps of a character, and these three are easily the main reps rn)
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However, Mario also has some notable weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range. Mario’s short range is an exceptionally poor hindrance, as it makes him susceptible to [[spacing]]. Mario also suffers from a lack of consistent KO setups, due to having predictable, low range, and unsafe kill options at high percents, alongside his short frame and relative floatiness for a middleweight. He also struggles in KOing opponents in general, as he lacks reliable finishers outside of his smash attacks: while his [[back throw]] is slow and vulnerable to [[DI]] and other moves like back aerial, down aerial and [[Super Jump Punch]] tend to be dependent on edgeguarding or being near the top of the [[blast line]] to KO. Mario’s recovery, while good, is still predictable due to [[Super Jump Punch]] only travelling a mere average distance. Lastly, Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the most notable being his overall range.
However, Mario also has some notable weaknesses. His moves have short range, giving him trouble against characters with long [[disjointed]] range. Mario’s short range is an exceptionally poor hindrance, as it makes him susceptible to [[spacing]]. Mario also suffers from a lack of consistent KO setups, due to having predictable, low range, and unsafe kill options at high percents, alongside his short frame and relative floatiness for a middleweight. He also struggles in KOing opponents in general, as he lacks reliable finishers outside of his smash attacks: while his [[back throw]] is slow and vulnerable to [[DI]] and other moves like back aerial, down aerial and [[Super Jump Punch]] tend to be dependent on edgeguarding or being near the top of the [[blast line]] to KO. Mario’s recovery, while good, is still predictable due to [[Super Jump Punch]] only travelling a mere average distance. Lastly, Mario's average attributes do not allow him to quickly gain an advantage either, as the strengths of other characters can contest his, with the most notable being his overall range.


Overall, Mario's strengths outweigh his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as {{Sm|Dark Wizzy}}, {{Sm|Kurama}}, {{Sm|Nao|p=Hokkaido}}, and {{Sm|Snow|p=Japan}}.
Overall, Mario's strengths outweigh his weaknesses, and he has seen strong results in competitive play thanks to the efforts of players such as {{Sm|Dark Wizzy}}, {{Sm|Kurama}}, and {{Sm|Snow|p=Japan}}.


==Attributes==
==Attributes==