Mario (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
When compared to most other fighters, Mario has received very few major direct changes in his transition from ''SSB4'' to ''Ultimate'', possibly fewer than any other fighter. However, the varying changes he received have affected him nonetheless, which has lead to mixed bag of changes that make it difficult to tell whether or not he has been buffed or nerfed overall as a fighter.
When compared to most other fighters, Mario has received very few major direct changes in his transition from ''SSB4'' to ''Ultimate'', possibly fewer than any other fighter. However, while he technically received more buffs than nerfs, the nerfs received have affected him more, which has lead to mixed bag of changes, being slightly nerfed overall.


One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in ''SSB4'', the increased ending lag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, [[up tilt]], one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters. His [[dash attack]] can also no longer serve as a reliable [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents.
One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in ''SSB4'', the increased ending lag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, [[up tilt]], one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his [[down throw]] at any percent against most characters. His [[dash attack]] can also no longer serve as a reliable [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents.
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Moreover, Mario has received a few direct noteworthy buffs as well. His special attacks - [[Fireball]] and [[F.L.U.D.D.]] - have improved considerably. Fireball has reduced endlag, spawns larger fireballs that travel farther before disappearing, and now have an increased hitlag multiplier against enemies, significantly improving its safety and follow-up potential. F.L.U.D.D. has reduced endlag and increased pushback effect as a result of its increased set knockback, allowing Mario to take control of neutral with it easier. A few of his standard attacks have received buffs as well; [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for ground attacks besides [[smash attack]]s. Additionally, his [[down aerial]] connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. Lastly, [[forward smash]] now deals consistent damage across all angles, and in the case of an upwards and downwards forward smash, has increased knockback scaling, improving its already impressive KO potential even further.
Moreover, Mario has received a few direct noteworthy buffs as well. His special attacks - [[Fireball]] and [[F.L.U.D.D.]] - have improved considerably. Fireball has reduced endlag, spawns larger fireballs that travel farther before disappearing, and now have an increased hitlag multiplier against enemies, significantly improving its safety and follow-up potential. F.L.U.D.D. has reduced endlag and increased pushback effect as a result of its increased set knockback, allowing Mario to take control of neutral with it easier. A few of his standard attacks have received buffs as well; [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for ground attacks besides [[smash attack]]s. Additionally, his [[down aerial]] connects more reliably than before and deals increased damage and knockback, improving its damage-racking capabilities and KO potential. Lastly, [[forward smash]] now deals consistent damage across all angles, and in the case of an upwards and downwards forward smash, has increased knockback scaling, improving its already impressive KO potential even further.


Overall, Mario retains all of his strengths from ''SSB4'': His oppressive combo ability, impressive frame data, decent camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve and a somewhat less potent, though still formidable, competitive presence.
Overall, Mario retains all of his strengths from ''SSB4'': His oppressive combo ability, impressive frame data, good camping ability with his Fireballs, serviceable recovery with a high jump height and air speed, and excellent optimization. However, his playstyle is fundamentally different due to ''Ultimate''{{'}}s reworked mechanics, requiring different strategies to achieve the same level of effectiveness that his previous incarnation was capable of. This results in a slightly higher learning curve and a somewhat less potent competitive presence. Nonetheless, he still has a very low learning curve and a high competitive scene.


While he received a generally mediocre reception during the early metagame of ''Ultimate'', he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, and {{sm|Teb}}, with notable placements including Dark Wizzy placing 13th at both {{Trn|Pound 2019}} and {{Trn|MomoCon 2019}}, ANTi placing 2nd at {{Trn|DreamHack Dallas 2019}}, Teb placing 17th at {{Trn|2GG: Prime Saga}}, and Prodigy placing 13th at {{Trn|GENESIS 6}} and 2nd at {{Trn|Crown}}. Due to this, Mario has earned a significantly stronger competitive reception over time; players such as {{Sm|ZeRo}}, {{Sm|Samsora}}, {{sm|Dabuz}}, {{sm|ESAM}}, and {{sm|VoiD}} all place him as a solid high tier character with long-term potential. {{Sm|Mew2King}} goes as far as saying Mario is a top tier as in the previous game, but this is largely up for debate, as many lower-ranked characters in ''Smash 4'' have received more drastic improvements, such as {{SSBU|Pikachu}} and {{SSBU|Wario}}. Despite this, however, Mario is likely to remain a viable high tier character in the long term.
While he received a generally mediocre reception during the early metagame of ''Ultimate'', he has achieved increasingly strong results by notable players such as {{sm|Dark Wizzy}}, {{Sm|Prodigy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, {{sm|ANTi}}, and {{sm|Teb}}, with notable placements including Dark Wizzy placing 13th at both {{Trn|Pound 2019}} and {{Trn|MomoCon 2019}}, ANTi placing 2nd at {{Trn|DreamHack Dallas 2019}}, Teb placing 17th at {{Trn|2GG: Prime Saga}}, and Prodigy placing 13th at {{Trn|GENESIS 6}} and 2nd at {{Trn|Crown}}. Due to this, Mario has earned a significantly stronger competitive reception over time; players such as {{Sm|ZeRo}}, {{Sm|Samsora}}, {{sm|Dabuz}}, {{sm|ESAM}}, and {{sm|VoiD}} all place him as a solid high tier character with long-term potential. {{Sm|Mew2King}} goes as far as saying Mario is a top tier as in the previous game, but this is largely up for debate, as many lower-ranked characters in ''Smash 4'' have received more drastic improvements, such as {{SSBU|Pikachu}} and {{SSBU|Wario}}. Despite this, however, Mario is likely to remain a viable high tier character in the long term after his minor nerfs, making him the least nerfed Smash 4 top tier and possibly the best alongside {{SSBU|Cloud}}.


===Aesthetics===
===Aesthetics===
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