View Full Version : What are some good Mario combos?
Silver Wolf
09-10-2004, 04:16 PM
Any combos at all - arial, tilts, etc. Thanks! :)
DireVulcan
09-12-2004, 03:16 PM
Do a somersault double twist flip to a windmill crashing fist then zing it up with a bit of tricked out breakdancing!
YEAH!
Peaches
09-13-2004, 03:53 AM
Hit A,A,A
that'll usually work.
Powda193
09-14-2004, 08:18 PM
tilts are good combo starters. If u use his dtilt at the right percentage, it will loft them up for a nice fsmash. However, mario isnt as much a combo character. I like to always stay in the air, just keep moving, and get in a punch or two when your opponent slips up.
if you want any more help u can pm me or hit me up on aim.
Blind
10-02-2004, 03:51 PM
I'm inclined to disagree powda. His ground attacks at lower percents can keep opponents helplessly airborne and his up and down throws segue well into other attacks. His u-air also comboes fantastically because it doesn't send opponents very far... there's a video of Tetsuya landing about 5 of those in a row against a Captain Falcon, juggles him to sixty percent with practically that one move alone. Someone pointed out though that many American players don't play combo-ey with mario, and to be honest the only major comboes I've seen pulled off by Mario come from Japanese players.
As for combos I can recommend, the one I prefer most is this. Break into an opponent's defense with a FFLC'd uair (you'll probably wanna use the c-stick for that). L-cancelled it gives no lag and it doesn't send the opponent very far at all. If you land a hit you can link it straight into a throw - depending on the character you're facing you will probably want either up or down throw... if you're near the edge facing the other way though, you can back throw for edgeguarding opportunities.
Well, let's say you go through with the d-throw. Up tilt, up smash, nair, bair, uair, all viable opportunities. Personally I'd go with the up tilt, since you can repeat it several times at low % (if your opponent is a fast faller though, do up smash for more damage and continued comboing) and finish this with a dsmash. At certain percents you can link a lot of his ground moves together - also, if your opponent is at mid percents, you can juggle repeated u-airs with the same kind of consistency as marth's fair.
Another combo is a short hopped f-air to another F-air, FFLC'ed into a downsmash. If you can land the first f-air you're basically given the second f-air, and if they don't tech and you're quick your downsmash will land as well. It's not a very long combo but it's good for I think 40 percent.
I'm also interested in squeezing the cape into combos for extra percent... it comes out fast and it turns the opponent around, possibly neutralizing one of their counter attacks.
fenwick
10-20-2004, 07:08 PM
use A, A, A, (they will be stunned and sent back a bit)
then roll forward,
grab and throw back,
if they are still airborne, use up+B
if they go far, or you dont have time, do a slide kick where they land (dash A)
(tilt)up+A
jump, do a neutral A air, L cancel
roll away
the end
i do this a lot and it works every time.
The Cape
10-20-2004, 10:09 PM
Personal favorite.
Shffled Fair with L cancel
A,A,A
Forward smash
AmishTechnology
10-20-2004, 11:58 PM
Here are some combos I wrote in my upcoming FAQ.
[SLOW] = Slow Faller
[FAST] = Fast Faller
|Here are some combos I use a lot and help me win my opponents. |
| |
|Shuffled fairs work pretty well for a combo starter if your enemy is at the |
|ground. He'll go flying upwards then. If he DIs to the front, use your |
|F-Smash. If he DIs above you, use your U-Tilt or U-Smash. If behind, use |
|your D-Smash or use the C-Stick to use your F-Smash at the backwards |
|direction. However, if your enemy goes flying very high up, you can either |
|use your fair again to send him down or choose a different aerial of your |
|choice. This works for [BOTH] types. |
| |
|Shuffled dairs work well also if your enemy is near or at the ground. After |
|using your dair, shuffle it and then follow with either a Super Jump Punch |
|or a smash, preferably the U-Smash. The dair is quicker than the fair, |
|making it easier to use. However, remember the dair still has some set up |
|time. This works for [BOTH] types. |
| |
|When his enemies have fairly high damage, Mario can use a combo with his |
|bair. After hitting an enemy with a bair, he'll go backwards. Be sure he |
|doesn't go too far also. Then, follow up with a bair and keep following |
|until he's off the stage or you can't reach him. It's a good combo, but |
|works well only for [SLOW] types. Also, this combo is definitely hard to use|
|against small enemies, although you might've already KO'd them. |
| |
|Mario is a pretty good juggler when you use his uair. It keeps enemies in |
|the air but doesn't knock them back too far. Whenever your enemy is in the |
|air, use your uair to juggle him. However, when he DIs to a place you can't |
|reach him by using your uair, go for a different aerial. If you can't get |
|him with any of the aerials, use a fireball. If he's behind you, use your |
|Cape to turn around, then shoot a fireball to face his direction and shoot |
|it that way. A good set-up for Mario's uair juggle is a U-Smash or high |
|Up Throw. It's easily done against [SLOW] types, but it's harder to perform |
|this juggle against [FAST] types. |
| |
|You can use a D-Smash after the Triple Neutral A move combo. If your enemy |
|is a [SLOW] type and has some damage taken, be sure to use this combo if you|
|ever use the Triple A combo. This only works against [FAST] type enemies if |
|they don't button mash A to counter as soon as you finish the Triple Neutral|
|A combo. However, if you timely do the Triple A combo, even [FAST] type |
|might get hit by the D-Smash. |
| |
|Mario's F-Tilt can be used for a combo. Successfully hit someone with the |
|F-Tilt, then immediately follow with either a F-Smash or D-Smash. It's a |
|good combo when you're fighting at the ground. |
| |
|Mario can also perform chain throws. Chain throwing is a combo where one |
|constantly throws an enemy without letting the opponent escape for a while. |
|Mario's chain throw is his Upwards Throw. To grab enemies before they land, |
|they must be around Mario's shoulder and arms level. Keep up throwing them |
|and grabbing them in mid-air to chain throw, then when you can't chain throw|
|anymore, end the combo with an aerial. Chain throws do not work against very|
|floaty characters, such as Jigglypuff and Luigi, but it works against some |
|fast fallers. |
| |
|They aren't the only combos Mario has. In fact, there's an endless amount of|
|them. These are just some of the combos I use a lot. |
VilNess
10-27-2004, 03:23 PM
amish technology had some really good ones!
I think that the best way usually to follow up a shuffled dair (or fulljump fastfalled L-canceled dair) is up tilt because it sets up for uairs and utilt doesn´t have much lag.
vBulletin® v3.7.1, Copyright ©2000-2008, Jelsoft Enterprises Ltd.