Mario (PM): Difference between revisions
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!Forward tilt | !Forward tilt | ||
| Plumber / Dr. Kick || 9% || Kicks straight forward. Can be [[Angling|angled]]; deals more damage if angled upwards, and less if angled downwards. | | Plumber / Dr. Kick || 8%, 9%, 10% || Kicks straight forward. Can be [[Angling|angled]]; deals more damage if angled upwards, and less if angled downwards. | ||
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!Up tilt | !Up tilt | ||
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!Down tilt | !Down tilt | ||
| Leg Sweep / Reflex Test || 9% | | Leg Sweep / Reflex Test || 9% close, 8% far || Sweeps leg low to the ground. | ||
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!Forward smash | !Forward smash | ||
| Fire Glove / Defibrillator || {{ChargedSmashDmgSSBM| | | Fire Glove / Defibrillator || {{ChargedSmashDmgSSBM|19}} (sweetspot), {{ChargedSmashDmgSSBM|14}} (sourspot) || Extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his hand. Can be angled; becomes stronger if angled upwards. Mario's version has a bit more reach than Dr. Mario's, and for the former the sweetspot tends to be further away, while the latter has it closer to the palm. | ||
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!Up smash | !Up smash | ||
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!Down smash | !Down smash | ||
| Breakdance / Surgical Sweep || {{ChargedSmashDmgSSBM| | | Breakdance / Surgical Sweep || {{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|15}} (back) || Breakdance kick that can hit on both sides. | ||
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!Neutral aerial | !Neutral aerial | ||
| Plumber's Boot / Dr. Kick || 12% ( | | Plumber's Boot / Dr. Kick || 12% (clean) 9% (late) || Extends leg forward. A standard [[sex kick]]. | ||
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!Forward aerial | !Forward aerial | ||
| Plunger || 17% ( | | Plunger || 17% (sweetspot) 16% (sourspot) 15% (late) || Punches in front of him. Is a hybrid of both Dr. Mario's, and Mario's respective forward aerials in ''Melee''. Contacting the opponent with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic [[meteor smash]], which can set up aerial follow ups if used on grounded opponents. A brutish, slow, but versatile tool. | ||
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!Back aerial | !Back aerial |
Revision as of 02:06, May 5, 2014
Mario in Project M and Project+ | |
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Universe | Mario |
Base game appearance | Brawl |
Moveset inspiration | Mario (SSBM), Dr. Mario (SSBM) |
Alternate costume | Dr. Mario |
Mario is a playable character in the Brawl mod Project M, hailing from the self-titled Super Mario games. He is designed to be a mix of the best attributes of both his Melee version and Dr. Mario.
Attributes
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 throws, reliable approach options, and a solid ranged games with his fireballs 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 attacks. 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 throws, 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
Mario was overall buffed from Melee to Project M, while still possessing balanced stats and average power attacks. Mario himself is now a slight mix between him and Dr. Mario, with increased air speed, and moves like forward aerial and up smash acting like Dr. Mario's.
- Greater air speed matching that of Dr. Mario, improving Mario's midair approach.
- Beginning of forward aerial acts like Dr. Mario's, dealing higher damage with strong knockback and a standarized angle for KOs , while the late hit acts like the original attack, greatly strengthening its use for approaching and making it more reliable as a forward air.
- Back aerial still possesses its former power, but it now has a semi-spike angle like Dr. Mario's, being more useful at gimping recoveries.
- 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.
- If up smash hits late, it becomes more powerful and spikes grounded foes (also akin to Dr. Mario's), comboing better into aerial attacks.
- Fireballs have less ending lag, so they can be acted out of sooner and are quicker for repeated use. They also act more like Megavitamins, being stronger and having a bouncier trajectory
- Super Jump Punch 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.
- Mario Tornado creates more vertical distance, aiding Mario's recovery.
- Super Jump Punch has less base knockback on the last hit, and can only be canceled once in its wall jump technique, until landing or grabbing a ledge.
- Mario Tornado has star graphics, in a reference to the Star Spin from Super Mario Galaxy.
- Mario uses SFX from Melee for his Fireballs and retained down aerial.
- New down taunt acts like Dr. Mario's from Melee and also has a damaging hitbox that deals 3%
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 and their related sound effects in his neutral special and down taunt change to Megavitamins, and his forward smash also comes to have an electrical 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
2.1
- Adjusted Mario's tornado mashing to gain more height.
- Replaced down taunt with that of Dr. Mario in Melee, except Mario uses a fireball instead of a pill (from 3.0 onward, he would use a pill for his Dr. Mario costumes as usual).
2.5b
- Mario's Super Jump Punch wall jump no longer has additional decay.
- Mario Tornado no longer causes Mario to plummet down when used directly after hitstun.
- Mario's Super Jump Punch can no longer be wall jumped out of infinitely when touching a wall at the apex of the move, leaving just the single use unconditional method of wall jumping out of it.
- Down throw was increased slightly in knockback growth.
- Mario's aerial vertical momentum with Cape was adjusted.
- Mario now has his "Hoo" voice clip (otherwise an unused voice clip from Brawl's Sound Test) displayed for his grounded jump.
2.6b
- Down tilt can be interrupted sooner, and its lower leg portion was given short invincibility during the first attack frames.
- Fireballs no longer degrades in hitstun, size and knockback as they bounce; they now use consistent values of said characteristics for their entire duration. They can also be interrupted sooner.
- Cape doesn't reverse controls/momentum for as long.
- Standing grab's hitbox shifted outward slightly for more range.
- Up smash functions like Melee Mario's up smash at the beginning, but then changes back to Dr. Mario's as he brings his head down -- thus spiking grounded opponents hit by the latter portion of the move, leaving them open for aerial combos.
- Down tilt's base knockback was slightly increased, while its knockback growth was slightly decreased. The toe part of the leg sends at a straight upward angle, while other parts more inwards on the leg send at lower angles.
- Forward aerial has a tweaked flash graphical effect over the fist.
- Down aerial's lowest hitbox placement adjusted more towards the center.
- Fireballs were slightly increased in damage, though their knockback growth was decreased as well for compensation.
3.0
- Forward smash's hitlag modifier has been reduced slightly to be normalized.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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Neutral attack | Left Jab, Right Cross, Toe Kick | 3%, 2% then 5% (10% total) | Punches twice and kicks with right foot. |
Forward tilt | Plumber / Dr. Kick | 8%, 9%, 10% | Kicks straight forward. Can be angled; deals more damage if angled upwards, and less if angled downwards. |
Up tilt | Glove Uppercut | 8% | Punches straight upward. |
Down tilt | Leg Sweep / Reflex Test | 9% close, 8% far | Sweeps leg low to the ground. |
Dash attack | Slope Slide | 9% clean, 8% late | Slides forward with leg extended. |
Forward smash | Fire Glove / Defibrillator | 19% (sweetspot), 14% (sourspot) | Extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his hand. Can be angled; becomes stronger if angled upwards. Mario's version has a bit more reach than Dr. Mario's, and for the former the sweetspot tends to be further away, while the latter has it closer to the palm. |
Up smash | Lead Headbutt / Ear, Nose and Throat | 15% (early), 16% (late) | Headbutts upward and forward in one huge step. Can hit behind Mario. |
Down smash | Breakdance / Surgical Sweep | 18% (front), 15% (back) | Breakdance kick that can hit on both sides. |
Neutral aerial | Plumber's Boot / Dr. Kick | 12% (clean) 9% (late) | Extends leg forward. A standard sex kick. |
Forward aerial | Plunger | 17% (sweetspot) 16% (sourspot) 15% (late) | Punches in front of him. Is a hybrid of both Dr. Mario's, and Mario's respective forward aerials in Melee. Contacting the opponent with Mario's fist during the earlier frames will result in Dr. Mario's version, playing the role of a powerful vertical finisher. The latter works as Mario's forward aerial, a basic meteor smash, which can set up aerial follow ups if used on grounded opponents. A brutish, slow, but versatile tool. |
Back aerial | Drop Kick / Drop Kick, M.D. | 11% | Kicks backwards with both feet. |
Up aerial | Bicycle Kick | 11% | Kicks upwards in a somersault. |
Down aerial | Drill Kick / Bone Drill | 17% total | Spins around, hitting the opponent multiple times. |
Grab | Grab | — | Grabs the opponent. |
Pummel | Clutch Headbutt / Eye Exam | 3% | Headbutts the opponent. |
Forward throw | Heave-Ho / Routine Physical | 9% | Spins once and throws opponent forward. |
Back throw | Airplane Swing / Traction | 12% | Spins around three times and swings the opponent backwards. |
Up throw | Mario Launch/Check Up | 8% | Throws opponent upwards. |
Down throw | Down the Drain / Hospital Bed | 6% | Throws opponents down to the floor. |
Floor attack (front) | Double Punch | 6% | Punches to both sides. |
Floor attack (back) | Sweep Kick | 6% | Kicks in a circle, then gets up. |
Floor attack (trip) | Double Kick | 5% | Kicks backward and forward. |
Edge attack (fast) | Quick Kick | 8% | Does a somersault and kicks with both feet. |
Edge attack (slow) | Slow Kick | 10% | Slowly gets up and kicks with one leg. |
Neutral special | Fireball / Megavitamins | 8% | Shoots a fireball (or a pill) from his hand as a projectile. Bounces after hitting a surface, with its speed and duration decreasing per bounce. |
Side special | Cape / Super Sheet | 8% | Flicks his cape forward. It reflects projectiles and turns opponents the other way, making it a useful edgeguarding technique, especially against linear recovery moves such as Fox Illusion. |
Up special | Super Jump Punch | 12% maximum | Jumps upward, fist extended, at a diagonal angle, spawning 2D coin sprites when hitting opponents. Can be slightly angled sideways. |
Down special | Mario / Dr. Tornado | 13% total | Spins around hitting the opponent multiple times. Mario can rise with the move by mashing the special button, though this can only be used once before reaching the ground. |
Final Smash | Mario Finale | 2% each hit | Mario fires two giant fireballs that intertwine with each other and engulf the stage, hitting consecutively. Oddly enough, this doesn't change when he's Dr. Mario. |
In competitive play
Notable players
Palette swaps
Trivia
- The "RSBE-01" written on the Megavitamins of the Dr. Mario render is a reference to Brawl's NTSC game identification code.
- Mario's Wario-coloured costume was removed to give Doctor Mario room for his black color, making him one of the only two characters from Brawl to lose a costume (the other being Marth and his bright blue costume).
- In Dr. Mario's default costume he has light-blue gloves instead of the white gloves from his melee incarnation.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |