User:MarioManiac1981: Difference between revisions

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==''Super Smash Flash Ultimate''==
==''Super Smash Flash Ultimate''==
'''''Super Smash Flash Ultimate''''' is a fanmade concept by me that essentially combines elements of both ''Super Smash Flash 2'' and ''Super Smash Bros. Ultimate'' to create something... even more ultimate.

Revision as of 22:05, September 25, 2019

Hello, I'm what my username says above! True to my username, I am a HUGE Mario fan, having read pages on the Super Mario Wiki since 2016, and joining the MarioWiki staff on May 27, 2018! However, my gaming interest isn't limited to Mario, and includes fellow Nintendo franchises such as Kirby, Pokémon, The Legend of Zelda, Super Smash Bros., and a little bit of Metroid. I also love Sonic the Hedgehog, Minecraft, Terraria, Mega Man, Mission Impossible, Percy Jackson, The Maze Runner, Harry Potter, SpongeBob SquarePants, and various Marvel franchises.

Characters I'm Great With

Characters that should be playable in Ultimate

  • Waluigi (Mario)
  • Captain Toad (Mario)
  • Dry Bowser or Dry Bones (Mario)
  • Dixie Kong (Donkey Kong)
  • Ashley and Red (Wario)
  • Skull Kid (The Legend of Zelda)
  • Kat and Ana (Wario)
  • Knuckle Joe (Kirby)
  • Dark Meta Knight (Kirby)
  • Bandana Waddle Dee (Kirby)
  • Hoopa (Pokémon)
  • Slippy Toad (Star Fox)
  • Peppy Hare (Star Fox)
  • Miles "Tails" Prower (Sonic)
  • Shadow the Hedgehog (Sonic)
  • Mega Man X (Mega Man)
  • Bass (Mega Man)
  • Ms. Pac-Man (Pac-Man)
  • Naruto Uzumaki (Naruto)
  • Sasuke Uchiha (Naruto)
  • Lloyd Irving (Tales)
  • Ichigo (Bleach)
  • Goku (Dragon Ball)
  • Monkey D. Luffy (One Piece!!)
  • Steve (Minecraft)
  • Banjo and Kazookie (Banjo-Kazookie)
  • Crash Bandicoot (Crash Bandicoot)
  • Any Skylander. (Skylanders)
  • SpongeBob SquarePants (SpongeBob SquarePants)
  • Dante (Devil May Cry)
  • Thanos (Marvel Comics)

Movesets

Dark Meta Knight

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   7.5% Does a mid-level reverse-gripped slash, followed by a high reverse-gripped thrust. This is the best jab in the game, owed in part to both its high damage and knockback, being able to KO even Bowser at 100% from the edge of Final Destination. For its incredible power, both hits come out on frame 3, giving it incredible speed.
6%
Forward tilt   5.5% (hit 1), 7.525% (hit 2) A horizontal slash, followed by a vertical thrust. Deals 13.025% in total, and comes out on frame 4 with average ending lag and high disjointed range to boot, giving the attack incredible speed and power. Functions as both a fantastic combo starter and KO option, being able to follow up into any of his tilts or aerials, while KOing at 130%.
Up tilt   9% Stabs Dark Galaxia directly above himself without spinning like his anti-hero counterpart. Functions as a spectacular combo starter, due to hitting on frame 4, having high vertical range, and dealing low enough base knockback. Surprisingly, the move can string into itself around five times, which is especially good for dealing high damage in rapid succession.
Down tilt Slide 10% Crouches very low on the ground, and performs the signature slide from the Kirby games and associated media. Travels forward a large distance, and has an incredibly low startup of 3 frames, with average ending lag to boot. Capable of KOing heavyweights at even 110%.
Dash attack Galaxian Dropkick 13% (clean), 10% (late) Performs a dropkick while stabbing Dark Galaxian directly in front of himself. Dark Galaxia is only active for 5 frames, making ot difficult to properly hit with it; however, its range, damage, and knockback all good, while its startup and ending lag are 3 and 10 frames respectively. On frames 6-18, Dark Meta Knight's feet are active instead, functioning as powerful semi-spikes with lower damage and knockback than Galaxia's hit.
Forward smash Galaxia's Dark Blades 13% (hit 1); 15% (hit 2, tip), 14% (hit 2, mid), 12.5% (hit 2, base) Converts Dark Galaxia into a giant blade of dark energy, which does a violent top-to-bottom thrust, followed by an outward slash. The blade grows progressively larger the longer it is charged. The first hit deals consistent damage, while the second hit instead has three different hitboxes: a tip, middle, and base. The first hit has large range; comes out on frame 10; ends on frame 18; and always links into the second hit, while instantly breaking shields. The second hit overall deals good damage, has high KO power, and great speed and range. However, the base functions as a meteor smash, the middle functions as a semi-spike, and the tip functions as a spike, allowing for edgeguarding against opponents at any percentage, and being a potential zero-to-death on its own.
Up smash Galaxia's Tri-Blades 14% (base), 16.8% (mid), 21% (tip) Converts Galaxian into a blade of dark energy, and creates two more copies of said blade. Dark Meta Knight points all three blades upwards, which grows progressively bigger the longer they're charged. All blades have fantastic vertical range, outreaching even Simon's and Richter's up smashes; the blades themselves are large, giving them a degree of horizontal range. The blades' properties are the same as forward smash's second hit: their bases are meteor smashes, their middles are semi-spikes, and their tips are spikes.
Down smash {{{dsmashname}}} {{{dsmashdmg}}} {{{dsmashdesc}}}
Neutral aerial {{{nairname}}} {{{nairdmg}}} {{{nairdesc}}}
Forward aerial {{{fairname}}} {{{fairdmg}}} {{{fairdesc}}}
Back aerial {{{bairname}}} {{{bairdmg}}} {{{bairdesc}}}
Up aerial {{{uairname}}} {{{uairdmg}}} {{{uairdesc}}}
Down aerial {{{dairname}}} {{{dairdmg}}} {{{dairdesc}}}
Grab {{{grabname}}} {{{grabdesc}}}
Pummel {{{pummelname}}} {{{pummeldmg}}} {{{pummeldesc}}}
Forward throw {{{fthrowname}}} {{{fthrowdmg}}} {{{fthrowdesc}}}
Back throw {{{bthrowname}}} {{{bthrowdmg}}} {{{bthrowdesc}}}
Up throw {{{uthrowname}}} {{{uthrowdmg}}} {{{uthrowdesc}}}
Down throw {{{dthrowname}}} {{{dthrowdmg}}} {{{dthrowdesc}}}
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
{{{floorfname}}} {{{floorfdmg}}} {{{floorfdesc}}}
Floor attack (back)
Floor getups (back)
{{{floorbname}}} {{{floorbdmg}}} {{{floorbdesc}}}
Floor attack (trip)
Floor getups (trip)
{{{floortname}}} {{{floortdmg}}} {{{floortdesc}}}
Edge attack
Edge getups
{{{edgename}}} {{{edgedmg}}} {{{edgedesc}}}
Neutral special [[{{{nsname}}}]] {{{nsdmg}}} {{{nsdesc}}}
Side special [[{{{ssname}}}]] {{{ssdmg}}} {{{ssdesc}}}
Up special [[{{{usname}}}]] {{{usdmg}}} {{{usdesc}}}
Down special [[{{{dsname}}}]] {{{dsdmg}}} {{{dsdesc}}}
Final Smash [[{{{fsname}}}]] {{{fsdmg}}} {{{fsdesc}}}

Mario (remade)

Changes from Super Smash Bros. Ultimate

Aesthetics
  • Change Mario's voice now sounds as it does in the Mario games, and he is also much more talkative, similar to the other characters.
  • Change Like all other characters, Mario's costume count jumped up to 12. Mario's Fire Mario costume returns after being cut from the previous game, while he also sports the Musician, Explorer, and Clown outfits from Super Mario Odyssey as new costumes.
  • Change Cappy's eyes can now be seen at all times. Cappy gains a wide range of facial expressions.
  • Change Mario is even more expressive than before, having a wider range of facial expressions and a fully animated mouth for speaking and yelling instances.
  • Change Up smash, down smash, and forward aerial feature fire effects, reinforcing Mario's association with said element.
Attributes
  • Buff Mario's weight (98 to 100).
  • Buff Mario's walking speed (1.155 to 1.208).
  • Buff Mario's dashing speed (1.76 to 1.79).
  • Buff Like all other characters in this fan-made concept, Mario's dashing momentum carries on with him into the air for 2 seconds, allowing for a temporary air speed increase from 1.208 to 1.7776 in Mario's case.
  • Buff Mario's jump height has increased.
  • Buff Mario's jumpsquat (3 frames to 2 frames). All other characters have said jumpsqaut as well.
  • Buff All of Mario's aerial attacks have 6-frame landing lag, which has been standardized for all other characters as well.
Special moves
  • Buff When neutral special is held for 2 seconds, Mario uses the Firebrand from Mario & Luigi: Superstar Saga. Firebrand only has two more frames of startup and ending lag, in exchange for much higher damage and knockback overall, giving Mario another viable KOing option. Firebrand comes in two variants: the first has Mario throw five medium-sized fireballs at an opponent, each of which deal 3% and have slightly longer range than standard fireballs; and the second has Mario use his hammer from the Mario RPGs to swing a huge fireball at the opponent. There are two hitboxes to the attack: the hammer and the fireball. The hammer deals 12%, inflicts slightly-above-average knockback, and has somewhat wide range, while the fireball deals 20%, inflicts above-average knockback, has a large hitbox, and travels at a quick rate and has slightly lower range than the normal fireballs. Both the hammer and the fireball can connect for 32% and inflict knockback that can instantly KO characters weighing 90 units or less, and KO even Bowser and King K. Rool at a mere 50%.

Super Smash Flash Ultimate

Super Smash Flash Ultimate is a fanmade concept by me that essentially combines elements of both Super Smash Flash 2 and Super Smash Bros. Ultimate to create something... even more ultimate.