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Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents. | Mario is average in most respects and very well rounded. He has a straightforward [[combo]] game that can transition well from the ground to the air, many options out of his [[throw]]s, reliable [[approach]] options, and a solid ranged games with his [[fireball]]s and [[cape]]. While Mario is not the master of any one field, he is capable in all of them. Other characters may outclass him in speed or power, but Mario's overall well rounded set of attributes grants him versatility and the ability to take on most opponents. | ||
Mario is endowed with a practical set of [[aerial attack]]s. His neutral aerial and down aerial serve as approaching tools, up and back can combo or [[gimp]] respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good [[recovery]] allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for [[chain throw]]s, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash. | Mario is endowed with a practical set of [[aerial attack]]s. His neutral aerial and down aerial serve as approaching tools, up and back can combo or [[gimp]] respectively, and his forward aerial is a great finisher. He is also capable off stage. His cape, quick aerials, and surprisingly good [[recovery]] allow him to head off stage and finish off opponents attempting returns of their own. On stage, Mario can be as much of a threat. His grab allows for [[chain throw]]s, can lead into his deadly aerial combos, or can put the opponent off stage to set up a gimp. He can zone or approach with his fireballs, and has great finishers in his forward and up smash. | ||
Despite his strengths, Mario still must cope with his lack of range and limited recovery options. | |||
===Changes from ''Melee'' to PM=== | ===Changes from ''Melee'' to PM=== | ||
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*{{buff|Greater air speed matching that of Dr. Mario, improving Mario's midair approach.}} | *{{buff|Greater air speed matching that of Dr. Mario, improving Mario's midair approach.}} | ||
*{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a standarized angle for KOs <!-- | *{{buff|Beginning of [[forward aerial]] acts like Dr. Mario's, dealing higher damage with strong knockback and a standarized angle for KOs <!--please verify if this is the Sakurai angle-->, while the late hit acts like the original attack, greatly strengthening its use for [[approach]]ing and making it more reliable as a forward air.}} | ||
*{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}} | *{{buff|[[Back aerial]] still possesses its former power, but it now has a [[semi-spike]] angle like Dr. Mario's, being more useful at [[gimp]]ing recoveries.}} | ||
*{{buff|[[Down aerial]] inflicts higher damage for more consistent use. Its landing hitbox has also been shrunk | *{{buff|[[Down aerial]] inflicts higher damage for more consistent use. Its landing hitbox has also been shrunk, making less likely for opponents to be launched away by the move out of the range of Mario's attacks, and the first hit has higher base knockback so that it will almost always cause [[tumbling]] if the rest of the move whiffs.}} | ||
*{{buff|If [[up smash]] hits late, it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks.}} | *{{buff|If [[up smash]] hits late, it becomes more powerful and [[spike]]s grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks.}} | ||
*{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory | *{{buff|[[Fireball]]s have less [[ending lag]], so they can be acted out of sooner and are quicker for repeated use. They also act more like [[Megavitamin]]s, being stronger and having a bouncier trajectory}} | ||
*{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] at any time it is touching the wall, expanding recovery more easily on stages like [[Yoshi's Story]] and [[Hyrule Castle]]. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}} | *{{buff|[[Super Jump Punch]] [[Super Jump Punch wall jump|can be cancelled by a wall jump]] at any time it is touching the wall, expanding recovery more easily on stages like [[Yoshi's Story]] and [[Hyrule Castle]]. It also hits less times while still dealing the same damage, making it easier to rack up damage with the move.}} | ||
*{{buff|[[Mario Tornado]] creates more vertical distance, aiding Mario's recovery.}} | *{{buff|[[Mario Tornado]] creates more vertical distance, aiding Mario's recovery.}} | ||
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===Dr. Mario=== | ===Dr. Mario=== | ||
'''Dr. Mario''' appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. When wearing a Dr. Mario costume, Mario's Fireballs in his neutral special and down taunt change to Megavitamins, and his [[forward smash]] also comes to have an [[electric]]al effect, though there is no difference in gameplay other than these effects and aesthetics. | '''Dr. Mario''' appears as Mario's alternate costume. Players may switch between Mario and Dr. Mario costumes, similarly to Wario's alternate costume sets for his Wario Land and WarioWare appearances. When wearing a Dr. Mario costume, Mario's Fireballs and their related sound effects in his neutral special and down taunt change to Megavitamins, and his [[forward smash]] also comes to have an [[electric]]al effect, though there is no difference in gameplay other than these effects and aesthetics. Dr. Mario's cape color also fits to match his colors. | ||
==Revisions== | ==Revisions== |
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