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|game=SSB | |game=SSB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Left Punch | |neutralname=Left Punch ({{ja|左パンチ|Hidari Panchi}}) / Right Punch ({{ja|右パンチ|Migi Panchi}}) / Kick ({{ja|キック|Kikku}}) | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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|neutraldesc=Metal Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Metal Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''. | |neutraldesc=Metal Mario performs two quick jabs followed by a kick. Due to the speed of his first jab, Metal Mario can perform a [[jab grab]]. This combo is taken directly from ''[[Super Mario 64]]''. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname=Middle Kick | |ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | ||
|ftiltupdmg=14% | |ftiltupdmg=14% | ||
|ftiltsidedmg=13% | |ftiltsidedmg=13% | ||
|ftiltdowndmg=12% | |ftiltdowndmg=12% | ||
|ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Metal Mario having better options. Comes out fast with decent range and power, although it has high ending lag. | |ftiltdesc=Kicks straight forward. Can be angled up or down and it can used for spacing but rarely used due to Metal Mario having better options. Comes out fast with decent range and power, although it has high ending lag. | ||
|utiltname=Uppercut | |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=Performs a spinning uppercut. Metal Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback. | |utiltdesc=Performs a spinning uppercut. Metal Mario twirls and punches upwards. Above average knockback scaling for a tilt attack, allowing it to KO at extremely high percentages. It does have low base knockback, meaning it can easily chain into itself or combo into other aerials at around moderate percentages. The move has high ending lag however, which makes the move punishable on hit at lower percents when combined with its low base knockback. | ||
|dtiltname=Spinning Kick | |dtiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}}) | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations. | |dtiltdesc=Does a sweep kick forward. Has decent power and surprisingly great range, although it has fairly high ending lag, limiting its effectiveness outside of gimping recoveries in very specific situations. | ||
|dashname=Slide | |dashname=Slide ({{ja|滑り台|Suberidai}}) | ||
|dashdmg=12% (clean), 10% (late) | |dashdmg=12% (clean), 10% (late) | ||
|dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options. | |dashdesc=Does a sliding tackle, taken from ''Super Mario 64''. Above average ending lag and not many followup options. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Smash Punch | |fsmashname=Smash Punch ({{ja|スマッシュパンチ|Sumasshu Panchi}}) | ||
|fsmashupdmg=18% | |fsmashupdmg=18% | ||
|fsmashsidedmg=17% | |fsmashsidedmg=17% | ||
|fsmashdowndmg=16% | |fsmashdowndmg=16% | ||
|fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw. | |fsmashdesc=Punches in front of him, his fist enlarging as he does so. Medium speed and average power for a forward smash, though it is slower than his up and down smashes and back throw. | ||
|usmashname=Lead Headbutt | |usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg=19% | |usmashdmg=19% | ||
|usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness, though. | |usmashdesc=Headbutts upwards. His whole head becomes intangible for a period of time and it has a very large disjointed hitbox, with extremely high vertical knockback, being one of the strongest up smashes in the game (tied with {{SSB|Luigi}}'s {{SSB|Donkey Kong}}'s and {{SSB|Jigglypuff}}'s). Its high ending lag and somewhat short range horizontally limits its effectiveness, though. | ||
|dsmashname=Double Kick | |dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}}) | ||
|dsmashdmg=17% | |dsmashdmg=17% | ||
|dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls. | |dsmashdesc=Twirls around while breakdancing on both sides. A good KO/edgeguard move, also a decent way to space. Usually used to [[punish]] [[tech]]s/rolls. | ||
|nairname=Mario Kick | |nairname=Mario Kick ({{ja|マリオキック|Mario Kikku}}) | ||
|nairdmg=14% (clean), 11% (late) | |nairdmg=14% (clean), 11% (late) | ||
|nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox. | |nairdesc=Performs a [[sex kick]]. It gets weaker the longer it's out, though when it first comes out, it is a good finisher (though weaker than his forward and back aerials). One of the better neutral aerials overall in the game due to its frame 3 startup and long lasting hitbox. | ||
|fairname=Forward Dropkick | |fairname=Forward Dropkick ({{ja|前方ドロップキック|Zenpō Doroppukikku}}) | ||
|fairdmg=16% (clean), 10% (late) | |fairdmg=16% (clean), 10% (late) | ||
|fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages. | |fairdesc=Performs a forwards spin kick. Has slow startup lag but it has a decently powerful hitbox when it first comes out. Highly useful against the majority of recoveries in the game. Can combo easily at moderate percentages. | ||
|bairname=Backward Dropkick | |bairname=Backward Dropkick ({{ja|バックワードキック|Bakkuwādo Kikku}}) | ||
|bairdmg=16% (clean), 10% (late) | |bairdmg=16% (clean), 10% (late) | ||
|bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power. | |bairdesc=Performs a backwards kick. Similar to forward aerial except it has slightly lower startup and a shorter lasting hitbox. Good for edgeguarding, and has good power. | ||
|uairname=Air Slash | |uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | ||
|uairdmg=12% (clean), 9% (late) | |uairdmg=12% (clean), 9% (late) | ||
|uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move. | |uairdesc=Performs a flip kick. It comes out on frame 2, making it the fastest aerial in the game in terms of startup lag (along with {{mvsub|Luigi|SSB|up aerial|poss=y}}). Knockback direction depends on which angle the foe was hit on. Lower power than most of his moves, but an effective juggling and combo move. | ||
|dairname=Drill Kick | |dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|dairdmg=3% (hits 1-8), 24% (total) | |dairdmg=3% (hits 1-8), 24% (total) | ||
|dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however. | |dairdesc=Performs a downward drill kick, 3%/hit, up to 8 hits for a total of 24%. A useful [[meteor smash]]; Similar to {{mvsub|Jigglypuff|SSB|down aerial|poss=y}}, it can be used multiple times to ensure that the foe is unable to recover. It has slow startup lag but minimal ending lag compared to other drill kills. Can combo into itself and up aerial easily. It also has solid shield pressuring potential due to its low ending lag. Like other drills, it is heavily SDIable, however. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|fthrowname=Forward Spin Throw | |fthrowname=Forward Spin Throw ({{ja|前方スピンスロー|Zenpō supinsurō}}) | ||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle. | |fthrowdesc=Performs a Spin throw forward. He quickly swings the foe once and tosses them in front of him. A standard forward throw with decent knockback, though back throw is usually better for KOs. Can easily get opponents offstage. Also usable to [[chaingrab]] in the "tent" portion of Hyrule Castle. | ||
|bthrowname=Airplane Swing | |bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'') | ||
|bthrowdmg=16% (throw), 10% (collateral) | |bthrowdmg=16% (throw), 10% (collateral) | ||
|bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around. | |bthrowdesc=Grabs opponent by the legs and swings them until release (similar to his ''Super Mario 64'' [[Bowser]] throw). It has standard knockback for a back throw, being a very reliable finisher. The throw is slow, although Mario's opponent has a hitbox while he spins them around. |
edits