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View Full Version : Another Impression - iSlz's Mario Coverage


iconicSLEAZOID
02-19-2008, 08:06 AM
Okay, I'm sure you've all heard about the main aspects and physics and blah blah blah of brawl so I won't bore you with that. Instead, I'm just gonna get straight into mario. This is assuming you all know about the physics, if you don't go check out one of the billions of other threads out there. one of them is bound to explain it.



First off, I've had this game for a few days now, and have been trying a few people out, but now I'm getting into the more serious manners. I'll update as I find things, and if you want me to try something out, I'll see what I can do. I don't have video access right now, so for that I'm sorry, if that changes, I'll let you know. I won't cover damage % because I frankly am to lazy to delve in it, though I'll answer requests for it.


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Standard 'A' Attacks

Neutral A - Everyone knows his 3 hit combo, it works almost the same as melee. you're still able to jab -> dsmash which is great news because his dsmash packs the same punch we've come to expect.

Forward Tilt - While it somewhat lacks without a wavedash as its driving force, the ftilt still serves its purpose for some nice spacing as well as knockback. It's most useful after a good dair which has little recovery lag. Angling the tilt helps a bit, but since the edge is auto sweetspotted, you wont need to worry about down angling the ftilt much.

Up Tilt - Is it just me, or did this thing get a stronger knockback? Maybe it's just me, but in any case, it's still just as useful in melee, it's nice to try to string together combos. This can kill at high percentages. Good for low ceilings.

Down Tilt - As useless as ever. If you plan to dtilt, you might as well downsmash, get the full knockback for the same price. :/

Forward Smash - Seems to be better than melee. it still needs to be somewhat sweetspotted to get the good knockback it needs, but it doesn't FEEL as difficult as it did in melee. That might just be a personal thing. But again, this is an impression.

Up Smash - The hitbox on this seems to be a bit better than melee, again, like the forward smash, it felt easier to connect, and it felt like it had a little more priority. Maybe it has to do with the physics of the game.

Downsmash - aside from the charged forward smash, the downsmash will be one of his main KO moves. and oh wait? Mario can KO now! pretty decently I might add. very nice gain for mario. Not much else to say about this one besides its used in some of his more grounded 2 hit combos.




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Aerial Attacks: This is mario's game right here. the Floaty physics to the game help mario out in this aspect as he's able to recover from his aerials very fast and perform multiple aerials in succession.

Neutral Air - okay damage and okay priority, it's a good mix up aerial so your bair doesn't lose too much knockback, you'll want to mix these into your game especially with the almost zero lag when landing. You can shffl it and follow it with a dsmash. Fsmash has too much start up lag but dsmash gets the job done.

Forward Air - This is his meteor hit just like in melee. I don't think anything has changed with this move, and it's definitely not something to use on stage or off for that matter. Recovery lag is ridiculously long (ike much?) and the knockback isn't anything to write home about.

Up Air - Combo potential. I've had trouble getting in combos with mario due to the physics of the game. but maybe it's that I'm trying too hard to pull off melee status. His up air has some good priority and great knockback. As far as its hitbox, I felt a little off with it, like it had less hitbox in front of mario's torso area. I really had to make sure i had the opponent up by mario's face or around to his back to make a solid connection.

Back Air - GG. This is mario. the embodiment of mario is his bair. good knockback stun and some great priority and combo potential. can short hop two of these babies or short hop one and full jump 2 more. like most of his aerials...besides the cursed fair... they have almost no recovery lag. this is some GREAT combo potential for him. I can't say it enough. and this followed by a fsmash makes for some good mario action. A+

Down Air - and we were all sad to hear the Tornado Press was replaced with the fludd. Well, fludd be gone, the TP has a better place in our hearts. This has some great priority except against a few potential top tiers' main aerial games and the upward knockback leaves the opponent open for some uairs or off the ledge fair (yes this is the time to use it). You can DI this move very well even during the move itself which is great to just clip them with the last few frames which sends them flying. Good edgegame with it, just wow. Great....move...omg.

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B Special Moves

Neutral B - Of course this is his Fireball. his Fireball game seems improved. The trajectory angle of the fireballs has been tilted slightly and at peak jump seem to travel at a 45% angle or more. bounce on grounded fireballs is reduced and they fade quickly if shot from the ground. good stun and great priority for canceling out many moves for a dsmash or fsmash.

Forward B - His infamous cape...has been slightly nerfed. While the horizontal hitbox of it seems to extend past his cape like in melee, the recovery of the cape has been nerfed greatly. and another impression, but it feels like the after effects where he finishes the animation for the cape but still gets the reflection of projectiles has been toned down slightly. Not used nearly as much as melee.

Up B- His Coin Jump thingy. This thing has some power now. I like it a lot. the start animation seems slightly faster and the knockback is high from the ending coin at higher percentages. almost same edge sweetspotting as in melee. The landing recovery speed is increased. he now just bounces off his back right to his feet.

Down B - The dreaded Fludd. This thing sucks....horribly. The full charge takes 3 seconds and the actual blast lasts for about 2. and it really has no amazing knockback that makes it useful in any way and its hard to control, not to mention mario looks ugly wearing it. The charging lag sucks if you get caught accidentally trying to tornado press.....not like I have or anything.....*cough*.......... Overall, competitive play has no use for this. Don't use it. If I had a button configuration option to remove it, it'd be gone. plain and simple.

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Throws

Forward Throw - might have comboing potential at higher percentages, need to test it. mario has an okay throwing game, but I found it difficult to combo from throws. knockback is similar to melee.

Up Throw - Combo potential here at lower percentages. useful for getting an uair in. again, mario's throw game isn't too strong here.

Back Throw - Nerfed. The knockback sends the opponent flying diagonally up and the full knockback slows down too rapidly to get a good KO in from it. I'm most disappointed about this nerf.

Down Throw - knockback is good but you can't really combo out of it. just tech chase once they land or something... improvise with it.


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Overall

I'm quite happy with the way mario turned out. He's balanced as all hell, and has some solid KO potential now which makes me happy. I don't think he'll be anywhere near top tier, but I think he might make a little bit of a boost in mid tier. he has a strong game against the spacies now that fox can't waveshine him. He's a bit of a floater though and other characters' up airs can usually out prioritize him and keep him floating for a while, so be careful.


Difficult Match ups I've had:

Ike - maybe I'm just bad against Ike, but I found it difficult for mario to out prioritize him with all that power.

Metaknight - I couldn't KO the ******* nor combo him.

Toon Link - Wow the priority

PikminOlimar - **** those pikmin



Strong game against:

Fox
Falco
Purin
Gdorf
PT
Samus
Link
Luigi
Wolf


And I think I covered most of the stuff I've been through. Ask me anything if you've questions.

fazares
02-19-2008, 01:28 PM
not bad...though u didnt notice some buffs....i suggest to check my thread....
overall mario improved much more than u noticed it seems....

iconicSLEAZOID
02-20-2008, 08:34 AM
what do you mean I didn't notice some of the buffs? Improved much more than I noticed? I think I praised his 'buffs' enough. And there's still a few things against him priority wise that keep him from higher tiers. Not all of his moves are godly. yes they improved and he's much better overall, but I looked over your thread and I still don't see where you're coming from. For the most part you were very vague on your descriptions of things.

A2ZOMG
02-20-2008, 09:39 AM
No god tier Mario? Awww...

Is it my imagination? It looks easier to recover back to the stage after using Mario's F-air, which means it's more viable for ledgeguarding this time around.

fazares
02-20-2008, 10:00 AM
what do you mean I didn't notice some of the buffs? Improved much more than I noticed? I think I praised his 'buffs' enough. And there's still a few things against him priority wise that keep him from higher tiers. Not all of his moves are godly. yes they improved and he's much better overall, but I looked over your thread and I still don't see where you're coming from. For the most part you were very vague on your descriptions of things.

u dont see what....??
go check my thread again...ehehe....u forgot...f-air orizontal knockback and u can recover faster when used as a spike....his airs are viable for killing at high percentage whereas in ssbm they were quite weak...all of his smashes are useful now....better recovery...firebal comes out faster(a la ssb64)....u forgot a lot of things....btw it seems i ve played the game for far more time than u so....