Mario (SSB4): Difference between revisions

113 bytes added ,  6 years ago
(Gave the page a noticeable change in regard to his weaknesses and strengths.)
Line 132: Line 132:
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. Mario's fastest attack, the first and second hits can [[lock]], the first hit being more prominent when doing so.
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The hitboxes closest to his body in the first and second hits can [[lock]]; the second hit has less practical use for this purpose, as its damage output is lower, and the close hitbox is more difficult to connect after the first hit.
|ftiltname= 
|ftiltname= 
|ftiltdmg=7%
|ftiltdmg=7%
|ftiltdesc=A wheel kick. It can be angled. Its low knockback lets it be used for locking at low to mid percentages, before the first hit of his neutral attack becomes more.
|ftiltdesc=A wheel kick. It can be angled. Can lock at low percents, but due to its higher knockback and endlag, cannot be used repeatedly for this purpose.
|utiltname= 
|utiltname= 
|utiltdmg=5.5%
|utiltdmg=5.5%
|utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|utiltdesc=A spinning uppercut. Infamous for effectively comboing into itself at low percents; however, this can be escaped with the proper combination of DI and SDI, and fastfallers can punish it on hit at very low percents. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|dtiltname= 
|dtiltname= 
|dtiltdmg=5% (foot), 7% (body)
|dtiltdmg=5% (foot), 7% (body)
|dtiltdesc=A legsweep. Easily combos into other tilts as well as aerials at higher percentages.
|dtiltdesc=A legsweep. A reliable combo starter at higher percents, but its very low knockback makes it unsafe on hit at very low percents.
|dashname= 
|dashname= 
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=The Slide Kick from ''Super Mario 64'', Mario does a [[wikipedia:Slide (baseball)|baseball slide]]. Its quick speed combined with the long distance Mario slides forward makes it a prominent tool at pressuring at a stage's edge, as well as a quick punishment option if he is too far from the opponent. It can also set up a juggle. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] at low percents.
|dashdesc=The Slide Kick from ''Super Mario 64'', Mario does a [[wikipedia:Slide (baseball)|baseball slide]]. Its hitbox lingers for a long time, making it useful for 2-framing certain opponents and punishing spotdodges. If the opponent does not DI correctly, it can combo into the last hits of [[Super Jump Punch]] or a back air at low percents.
|fsmashname= 
|fsmashname= 
|fsmashangles=3
|fsmashangles=3
Line 153: Line 153:
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|14}}
|usmashdmg={{ChargedSmashDmgSSB4|14}}
|usmashdesc=An upward arcing headbutt. Despite its decent power, this is Mario's most infamous and reliable KO option due to several factors: its very fast startup makes it an excellent out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, it has very fast interruptibility at frame 40, and its damage output is also just enough to give it enough pushback if not [[powershield]]ed. It is also worth mentioning it can combo at low-mid percentages into his fastest aerials, namely up aerial. Altogether, this makes it a very useful, all-purpose KO move. It KOs at 117% from the middle of [[Final Destination]].
|usmashdesc=An upward arcing headbutt. Despite its decent power, this is Mario's most infamous and reliable KO option due to several factors: its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range, and its hitboxes reach behind Mario pretty well, though they don't reach forward as well. Lastly, it has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. It is also worth mentioning it can combo at low-mid percentages into his fastest aerials, namely up aerial. Altogether, this makes it a very useful, all-purpose KO move. It KOs at 117% from the middle of [[Final Destination]].
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back)
Line 159: Line 159:
|nairname= 
|nairname= 
|nairdmg=8% (clean), 5% (late)
|nairdmg=8% (clean), 5% (late)
|nairdesc=A flying kick. A standard [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), as well as being a good option for landing when the opponent has lag, possibly leading into a lock if the opponent does not tech. [[Autocancel]]s in a [[short hop]].
|nairdesc=A flying kick. A standard [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), as well as being a versatile horizontal combo extender. [[Autocancel]]s in a [[short hop]].
|fairname= 
|fairname= 
|fairdmg=12% (early), 14% (clean), 10% (late)
|fairdmg=12% (early), 14% (clean), 10% (late)
Line 165: Line 165:
|bairname= 
|bairname= 
|bairdmg=10.5% (clean), 7% (late)
|bairdmg=10.5% (clean), 7% (late)
|bairdesc=A {{s|wikipedia|dropkick}} behind Mario. Has fast startup with very low ending and landing lag, enabling it to combo into itself for a [[wall of pain]]. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI.
|bairdesc=A {{s|wikipedia|dropkick}} behind Mario. Has fast startup with low ending and landing lag, making it an effective [[spacing]] tool and horizontal combo extender at low percents. KOs starting from 124% near the edge, but will KO much later if the opponent uses proper DI.
|uairname= 
|uairname= 
|uairdmg=7%
|uairdmg=7%
|uairdesc=A bicycle kick. Considered Mario's best aerial since it has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, which makes it great for comboing, as well as combo breaking while setting up Mario's own combos. It is also great for juggling at high percentages, and can often serve as an emergency KO move near the upper blast line at percentages past 140%.
|uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can serve as an emergency KO move near the upper blast line at percentages past 140%.
|dairname=[[Mario Tornado]]
|dairname=[[Mario Tornado]]
|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing)
|dairdmg=1% (hits 1-5), 5% (hit 6), 2% (landing)
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action that executes on frame 3, such as an aerial or air dodge, though air dodging the last hit can be punished. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''.
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. A useful combo, approach and anti-juggling move that can also KO near the upper blast line above 120%. However, the last hit can be avoided by any action that executes on frame 3, if Mario has little or no rage. As a result, combos off down air when Mario has no rage are 50/50s on most of the cast, unsafe on others, and guaranteed on {{SSB4|Bowser}}, {{SSB4|Donkey Kong}}, {{SSB4|Jigglypuff}}, {{SSB4|Ganondorf}}, and {{SSB4|King Dedede}}. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''.
|grabname= 
|grabname= 
|grabdesc=Reaches out. Mario's overall grab range is average.
|grabdesc=Reaches out. Mario's overall grab range is average.
Line 179: Line 179:
|fthrowname= 
|fthrowname= 
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Spins the opponent around once and throws them forward.
|fthrowdesc=Spins the opponent around once and throws them forward. Can set up tech situations and mixups at low percents.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdmg=11% (throw), 8% (collateral)
Line 203: Line 203:
|nsdefname=Fireball
|nsdefname=Fireball
|nsdefdmg=5% (early), 4% (late)
|nsdefdmg=5% (early), 4% (late)
|nsdefdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. It is useful for forcing out approaches or outright disrupt them, and complements a fundamental part of Mario's neutral game.
|nsdefdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for a weak projectile, but Mario retains full control over his aerial mobility after using it, allowing him to continue drifting unpredictably while controlling space.
|nsc1name=Fast Fireball
|nsc1name=Fast Fireball
|nsc1dmg=3% (early), 2.3% (mid), 1.5% (late)
|nsc1dmg=3% (early), 2.3% (mid), 1.5% (late)
Line 212: Line 212:
|ssdefname=Cape
|ssdefname=Cape
|ssdefdmg=7%, 1.5x times the reflected projectile
|ssdefdmg=7%, 1.5x times the reflected projectile
|ssdefdesc=Waves a {{s|mariowiki|Cape}} in front of himself. It reflects projectiles and reverses enemies, as well as their controls for a while if they get hit. In the air, it stalls Mario for a short period of time, allowing it to be used as a brief and situational, but continuously available "recovery" extender.
|ssdefdesc=Waves a {{s|mariowiki|Cape}} in front of himself. It reflects projectiles and reverses enemies, as well as their controls for a moment if they get hit. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations.
|ssc1name=Shocking Cape
|ssc1name=Shocking Cape
|ssc1dmg=11.2%
|ssc1dmg=11.2%
Line 221: Line 221:
|usdefname=Super Jump Punch
|usdefname=Super Jump Punch
|usdefdmg=5% (hit 1), 1% (hits 2-5), 3% (hit 6)
|usdefdmg=5% (hit 1), 1% (hits 2-5), 3% (hit 6)
|usdefdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup makes it highly useful as an [[out of shield]] option. It can also KO near the upper blast line when preceded by up aerials. With high rage, the first hit can also KO near the upper blast line.
|usdefdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an [[out of shield]] option. With high rage, hits 2-4 can KO near the upper blast line at extremely low percents.
|usc1name=Super Jump
|usc1name=Super Jump
|usc1dmg=0%
|usc1dmg=0%
Line 230: Line 230:
|dsdefname=F.L.U.D.D.
|dsdefname=F.L.U.D.D.
|dsdefdmg=0%
|dsdefdmg=0%
|dsdefdesc=Wields {{s|mariowiki|F.L.U.D.D.}} and charges up water to launch a stream at the opponent. It charges up quite fast, and can be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream. Useful for disrupting an approach and giving Mario breathing space, resetting the neutral game if he is getting pressured or even turning the advantage to his favor. It is also used as an efficient edge-guarding or gimping tool.
|dsdefdesc=Wields {{s|mariowiki|F.L.U.D.D.}} and charges up water to launch a stream at the opponent. It charges up quickly, and can be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. Can be used as an edgeguarding tool.
|dsc1name=Scalding F.L.U.D.D.
|dsc1name=Scalding F.L.U.D.D.
|dsc1dmg=1.2% per hit
|dsc1dmg=1.2% per hit
52

edits