Mario (SSB): Difference between revisions
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*Back Air: Backwards kick. Good for edgeguarding, and has good power. 16% | *Back Air: Backwards kick. Good for edgeguarding, and has good power. 16% | ||
*Up Air: Flip kick. Knockback direction depends on which angle the foe was hit on. Not always the best choice for an aerial KO, but excellent juggler. 12% | *Up Air: Flip kick. Knockback direction depends on which angle the foe was hit on. Not always the best choice for an aerial KO, but excellent juggler. 12% | ||
*Down Air: Spin kick, 3%/hit, up to 8 hits. The last hit | *Down Air: Spin kick, 3%/hit, up to 8 hits. The last hit has little, weak knockback, however, so it not only is a bad spike, but foes can counter Mario when the move ends. Best used in the air on a grounded foe, Mario can lead it into a follow-up. Oddly enough, for a weak drill kick, the move strongly sends a [[Fighting Polygon]], a CPU Kirby, or a CPU Yoshi in the single-player mode diagonally downward, as do all drill kicks that do not spike (such as Luigi, Fox, Jigglypuff). | ||
====[[Throw]]s==== | ====[[Throw]]s==== |
Revision as of 02:02, July 11, 2010
- This article is about Mario's appearance in Super Smash Bros. For other uses, see Mario.
Mario | |
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Mario | |
Universe | Mario |
Appears in | SSB SSBM SSBB |
Availability | Starter |
Tier | A (5) |
Mario (マリオ, Mario) appears as a default character in Super Smash Bros.. Mario is considered an "all-around" character (as in most games).
Mario is currently ranked A tier on the tier list for good offense, defense and speed stats and having excellent combo ability. He has great, close-range smash attacks and good, long range and has good recovery. However, he has bad air speed, limiting his recovery, and a few range and power issues as a part of his "all-around" attributes.
Attributes
Mario is considered the most balanced character in Super Smash Bros. He has average weight, dash speed, air speed, and size. He also has good comboing ability with a powerful finishing move (up smash), but he lacks the range of the top tier characters. Mario is known for his short-hop-down-air-into-up-air combos. In some ways, Mario's up air is quite similar to Falcon's, but with less combo ability. Mario is quite good at getting gimp kills as Mario can double down air many characters in order to edge-guard. He has potentially very good recovery by using his down special move (Mario Tornado), but this requires incredibly fast button mashing. Mario's down special can also spike. His down aerial is a good downwards drill kick (which is good for edge-guarding), but it can be escaped with DI.
Moveset
Ground Moves
Normal
- Neutral attack- Jab-Punch-Kick, 2%, 4%, 5%. This combo is directly taken from Super Mario 64.
- Forward Tilt- Roundhouse kick. Good for spacing, comes out fast with decent range. 13%
- Up tilt- High spin punch, Mario twirls and punches upwards. Above average knockback for an up-tilt, can KO or simply lead into other air combos. Can also chain into itself. 10%
- Down tilt- Spin kick, also taken from SM64. Not the best defensive moves, and not many uses in general. 12%
- Dash attack: Slides and stops, taken from SM64. 12% damage.
Smash attacks
- Forward Smash: Mega punch. Mario punches in front of him, his fist enlarging as he does so.Medium speed. 17%
- Up Smash: Headbutts upwards. His whole head becomes a hitbox, which although laggy, a powerful finisher. 19%
- Down Smash: Breakdance kick. Mario swirls around while breakdancing on both sides. A decent spacing and KO-ing move. 17%
Other
- Ledge attack- Gets up and flips. 6% damage.
- 100% ledge attack- Slowly gets up and punches. 6% damage.
- Floor attack- Gets up and spins. 6% damage.
Aerial attacks
- Neutral Air: A Sex kick. It gets weaker the longer it's out, though when it first comes out it's a good finisher. 14%
- Forward Air: Forwards spin kick. Good for a Gimp kill or simply an aerial assault. 16%
- Back Air: Backwards kick. Good for edgeguarding, and has good power. 16%
- Up Air: Flip kick. Knockback direction depends on which angle the foe was hit on. Not always the best choice for an aerial KO, but excellent juggler. 12%
- Down Air: Spin kick, 3%/hit, up to 8 hits. The last hit has little, weak knockback, however, so it not only is a bad spike, but foes can counter Mario when the move ends. Best used in the air on a grounded foe, Mario can lead it into a follow-up. Oddly enough, for a weak drill kick, the move strongly sends a Fighting Polygon, a CPU Kirby, or a CPU Yoshi in the single-player mode diagonally downward, as do all drill kicks that do not spike (such as Luigi, Fox, Jigglypuff).
Throws
- Forward throw: Spin throw. He quickly swings the foe once and tosses them in front of him. A good throw in terms of power, though most players prefer his back throw for reliable KOs. 12%
- Back throw: Super Mario 64 throw; Grabs opponent by the legs and swings him/her until release. 16% damage. One of the most powerful back throws in the game, a very reliable finisher.
Special Moves
Taunt
- Puts his arms by his sides and grows, as if receiving a Super Mushroom. He shrinks shortly after. A very long taunt, so it is often used sparingly.
Matchups
Avg. | |||||||||||||
In Single-player
In the game's single-player mode, you and a randomly chosen ally fight against Mario and Luigi in a team battle on Peach's Castle. Later on in the single-player mode, Metal Mario, a metallic incarnation of Mario (introduced in Super Mario 64), is featured as a "boss character" for you to duel in Metal Mario's Arena. He is not merely a heavier texture-swap of Mario- his weight is drastically higher than Mario's, and his attacks deal much more knockback as well. He can take many, many hits before being KO'd.
Strategies
Tornado Spike
If you catch someone with the Mario Tornado over a pit and the last thing the opponent hits is Mario's feet, the opponent will be spiked downward. You can use this to spike a recovering opponent or to finish a combo over open ground.
Tornado Recovery
Mario can gain vertical distance during the Tornado if the B button is mashed often enough during the attack animation.
Mario Bros. Pseudo Spike
Both Mario and Luigi can "spike" an opponent with repeated down aerials. This involves hitting the opponent with the dair repeatedly off the edge and then taking advantage of Mario and Luigi's huge vertical recoveries to get back on the stage. This does not work against Pikachu, who has a longer and faster vertical recovery than either Mario or Luigi.
Glitch
There is a glitch where Mario can deal 999% of damage. Unfortunately, this glitch can only be done on practice mode. By placing four green shells next to your opponent, and doing his Up B/Down B special next to the shells and your opponent, a glitch will occur if done correctly. Mario will hit infinitely the shells as well as the opponent, until 999% is reached.
Description
Although best known as the mustachioed plumber who battles the Turtle Tribe with his distinct jumping action, this internationally famous hero has also acted as a referee, a driver, and even a doctor! He's been linked to Princess Peach of the Mushroom Kingdom for years, but to this day their true relationship remains a mystery.
Works:
- Super Mario Bros. (NES)
- Super Mario Kart (SNES)
- Mario Kart 64 (N64)
Costume Gallery
Fighters in Super Smash Bros. | |
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Fighters | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |