Mario (SSBU): Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include {{SSBU|Ness}} having a more versatile edgeguarding game, {{SSBU|Peach}} having better comboing ability, {{SSBU|Link}} having a superior camping game, {{SSBU|Zero Suit Samus}} having greater mobility, {{SSBU|Bowser}} having higher attack power right off the bat and {{SSBU|Shulk}} having drastically larger reach. In particular, the latter is his main weaknesses: His reach is very poor.
Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include {{SSBU|Ness}} having a more versatile edgeguarding game, {{SSBU|Peach}} having better comboing ability, {{SSBU|Link}} having a superior camping game, {{SSBU|Zero Suit Samus}} having greater mobility, {{SSBU|Bowser}} having higher attack power right off the bat and {{SSBU|Shulk}} having drastically larger reach. In particular, the latter is his main weaknesses: His reach is very poor.


His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into having some difficulty against characters with large or [[disjointed]] reach, particularly swordfighters like Shulk and {{SSBU|Lucina}}. As such, he will need to rely on close-quarter combat in order to fight decently against characters with disjoints.
His lack of reach prevents him from fighting at a safe distance and consistently forces Mario to approach characters on his own. This leads into having some difficulty against characters with large or [[disjointed]] reach, particularly swordfighters like Shulk and {{SSBU|Lucina}}. As such, he will need to rely on close-quarter combat in order to fight decently against characters with disjoints. This also means he will also need to rely on his back aerial for spacing, but that won’t be enough to space well against a swordfighter with disjoints.


While strong, Mario can have some difficulty in landing his KO moves. Comparatively to {{SSBU|Kirby}}, Mario is a strong character with a hefty amount of kill moves: forward smash, up smash, down smash, forward aerial, back aerial, down aerial, [[Super Jump Punch]], and back throw. These moves can kill, but Mario will have at least some difficulty in executing these. It’s further compounded by Mario’s poor reach, excluding forward smash and back aerial. His kill moves can have more difficulty when landing them except for its reach. For example, down aerial and Super Jump Punch will need to be effective at the upper-blast line, and Mario will need to juggle the enemy first. Back throw requires a grab, and Mario’s grab range is just average. This means Mario needs to use specific kill moves, which limits his KO power. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]].
While strong, Mario can have some difficulty in landing his KO moves. Comparatively to {{SSBU|Kirby}} and {{SSBU|Fox}}, Mario is a strong character with a hefty amount of kill moves: forward smash, up smash, down smash, forward aerial, back aerial, down aerial, [[Super Jump Punch]], and back throw. These moves can kill, but Mario will have at least some difficulty in executing these. It’s further compounded by Mario’s poor reach, excluding forward smash and back aerial. His kill moves can have more difficulty when landing them except for its reach. For example, down aerial and Super Jump Punch will need to be effective at the upper-blast line, and Mario will need to juggle the enemy first. Back throw requires a grab, and Mario’s grab range is just average. This means Mario needs to use specific kill moves, which limits his KO power. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]].


Lastly, despite being known for his jumping ability, hence his nickname, Jumpman, Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while relatively safe, travels a mediocre amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edge-guarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents it is actually not possible to get back on the stage if knocked far enough. To make matters worse, magnet hands were removed from the game, indicating Mario must always be in a closer distance from the ledge. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]’s momentum cancel as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability, and can get the job done if used properly.
Lastly, despite being known for his jumping ability, hence his nickname, Jumpman, Mario's recovery is easy to gimp and is quite predictable. Despite his fast air speed and high double jump, Super Jump Punch, while relatively safe, travels a mediocre amount of vertical and horizontal distance. This means that if Mario is knocked off stage without his double jump, he is extremely vulnerable to edge-guarding and one hit could end his stock. This also leaves Mario very vulnerable to semi-spikes, as at high percents it is actually not possible to get back on the stage if knocked far enough. To make matters worse, magnet hands were removed from the game, indicating Mario must always be in a closer distance from the ledge. Aside from Super Jump Punch, Mario has no other recovery options aside from utilizing [[Cape]]’s momentum cancel as a mix-up. Nevertheless, Super Jump Punch still offers a serviceable amount of recovery ability, and can get the job done if used properly.
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