Last revision made by Doomdorm64 (talk) (02/14/2020 12:04:58)

SmashWiki:Sandbox

From SmashWiki, the Super Smash Bros. wiki
Revision as of 12:04, February 14, 2020 by Doomdorm64 (talk | contribs)
Jump to navigationJump to search
This is the sandbox. You can use it to test editing, mess with code, and so on. Make sure to use the preview button while editing this page - in fact, in many cases you shouldn't need to actually save your edits at all. Content here is non-permanent and may be cleaned at any time by any user. Wiki rules still apply here, so do not add personal attacks, advertisements/spam, or other offensive/inappropriate content.
This is the sandbox. You can use it to test editing, mess with code, and so on. Make sure to use the preview button while editing this page - in fact, in many cases you shouldn't need to actually save your edits at all. Content here is non-permanent and may be cleaned at any time by any user. Wiki rules still apply here, so do not add personal attacks, advertisements/spam, or other offensive/inappropriate content.

Mario moveset

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

  Name Damage Description
Neutral attack Chain Punch 2.2% The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
1.7%
4%
Forward tilt Motor Kick 7% A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock.
Up tilt Sky Fist 5.5% A spinning jumping uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, creating a blindspot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt Wipeout Kick 5% (foot), 7% (leg) A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well.
Dash attack Goal Slide 8% (clean), 6% (late) A baseball slide. Has a diagonal knockback angle, making its lingering hitbox useful for 2-framing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hurtbox placements. Very similar to the Slide Kick from Super Mario 64.
Forward smash Fireball Thrust 17.8% (fire), 14.7% (arm) Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is among the quicker forward smashes and considered among the best in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks. However, the sweetspot is outprioritized by the sourspot.
Up smash Lead Headbutt 14% An upward arching headbutt. One of Mario's most reliable KO options. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. Has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
Down smash Dance Sweep 10% (front), 12% (back) The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in Ultimate more closely resembles Mario's breakdance from Dance Dance Revolution: Mario Mix.
Neutral aerial Piston Kick 8% (clean), 5% (late) A flying kick. As a sex kick, it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from Super Mario 64.
Forward aerial Meteor Knuckle 12% (early), 14% (clean), 10% (late) Rears back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop. Other than lacking combo potential, the early and late hit are too weak to KO reliably.
Back aerial Cannon Kick 10.5% (clean), 7% (late) A dropkick behind Mario. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs. Its knockback is mediocre for its type, however.
Up aerial Wheel Kick 7% A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line.
Down aerial Mario Tornado 1.4% (hits 1-5), 5.5% (hit 6), 2% (landing) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Possesses rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents near the upper blast line at high percentages. Resembles the Spin Jump, a technique that first appeared in Super Mario World.
Grab Plumber Grip Reaches out. Mario's overall grab range is somewhat short.
Pummel Red Lock 1.3% Headbutts the opponent.
Forward throw Karate Swing 8% Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge.
Back throw Airplane Swing 11% (throw), 8% (collateral) A giant swing, a throw used on floored opponents in wrestling. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64.
Up throw Rocket Throw 7% Holds the opponent by the chest and then tosses them directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from Super Mario Odyssey.
Down throw Single Slam 5% Jumps upwards while holding the opponent and then performs a body slam, slamming them to the ground with one arm. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
Floor Wipe 7% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)
Floor getups (back)
Dual Punch 7% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)
Floor getups (trip)
Vortex Kick 5% Performs a side kick behind himself and then in front of himself while getting up.
Edge attack
Edge getups
Missile Kick 9% Performs a dropkick while climbing up.
Neutral special Fireball 5% (early), 4% (late) Throws a Fireball. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
Side special Cape 7%, 1.5x times the reflected projectile Dons a Cape around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
Up special Super Jump Punch 5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it covers overall a short distance and leaves him helpless. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line at high percents.
Down special F.L.U.D.D. 0% Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool.
Final Smash Mario Finale 2% (early), 2.5% (clean), 3% (late) Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.