popsofctown
Smash Champion
Mario has lots of combos, both at low %s and at high %s. But I want to learn the most about the early % combos, because it seems to have the most right and wrong answers and the most frequently occurring situations.
Dthrow->uptilt->upairs->stuff stops being true and it's time to start thinking is the primary bread and butter early % combo for Mario, by my novice understanding. So my questions will be based on that paradigm and you should probably destroy that paradigm if that makes my questions flawed.
1. Suppose I grab someone like Captain Falcon at 0%, and I can't get downthrow to uptilt yet. What's the best option? Downthrow to jab is a guaranteed follow up and the only guaranteed follow up, as far as I can tell. But that stales downthrow, is it worth it? Upthrow seems like a competing option. Could careful knowledge of the exact %s where things string really well make selecting back throw or forward throw for their exact damage amounts good? Or perhaps downthrow jab1-jab2 stop is a good way to set up the next down throw with sufficient damage without pushing my opponent away with jab3, as a character that wants to be "in".
2. I've heard tales about uptilt-downtilt-regrab, and performed it with mixed results and some confusion about what percents it works. Sometimes uptilt-uptilt-regrab seems to work too. One thing I'm particularly uncertain about is whether when someone DIs the downtilt away far enough that standing grab won't reach, is dash grab true? or do I get those dash grabs because my opponent didn't buffer a spotdodge or jab?
3. Are there any characters in the game that Mario shouldn't upair, period, for hopes of getting upair Fair or upair (E/S)JP later in the stock with the freshness of upair? It's something I've been thinking about. There's other follow ups that could be substituted perhaps, downair after the up tilts, maybe a nair, or just staying under them and trying to punish the landing instead of taking the free upairs. Maybe if you interrupt the uptilts before they start to stale then uptilting into a jump punch is true and could be accepted as a lesser amount of reward that keeps upair fresh (the jump punch itself doesn't really need to be fresh, it's not the thing linking into something else, the upair is). Jigglypuff or Rosalina are the kinds of characters I'm thinking about, where upair won't be refreshed on its own by the time upair-JP has kill potential. OTOH fastfallers like Falco might be easier to punish on their landings when you take the consolation prize for not using upair.
These are somewhat open questions and are scattered and disorganized and probably misguided but I really want to try to ask questions even if they're the wrong ones to try to get better at Mario and hopefully get other people better at Mario too. I've been really frustrated by seeing myself uptilt shields and make other early combo mistakes because I'm not fastidious (is that the right word?) enough about the exact mechanics of early comboing and figuring out how to optimize. Tonight I plan to figure out the minimum %s that uptilt starts chaining off of downthrow for every character and saving it in the notes of my DS so I can reference it at tournaments.
Dthrow->uptilt->upairs->stuff stops being true and it's time to start thinking is the primary bread and butter early % combo for Mario, by my novice understanding. So my questions will be based on that paradigm and you should probably destroy that paradigm if that makes my questions flawed.
1. Suppose I grab someone like Captain Falcon at 0%, and I can't get downthrow to uptilt yet. What's the best option? Downthrow to jab is a guaranteed follow up and the only guaranteed follow up, as far as I can tell. But that stales downthrow, is it worth it? Upthrow seems like a competing option. Could careful knowledge of the exact %s where things string really well make selecting back throw or forward throw for their exact damage amounts good? Or perhaps downthrow jab1-jab2 stop is a good way to set up the next down throw with sufficient damage without pushing my opponent away with jab3, as a character that wants to be "in".
2. I've heard tales about uptilt-downtilt-regrab, and performed it with mixed results and some confusion about what percents it works. Sometimes uptilt-uptilt-regrab seems to work too. One thing I'm particularly uncertain about is whether when someone DIs the downtilt away far enough that standing grab won't reach, is dash grab true? or do I get those dash grabs because my opponent didn't buffer a spotdodge or jab?
3. Are there any characters in the game that Mario shouldn't upair, period, for hopes of getting upair Fair or upair (E/S)JP later in the stock with the freshness of upair? It's something I've been thinking about. There's other follow ups that could be substituted perhaps, downair after the up tilts, maybe a nair, or just staying under them and trying to punish the landing instead of taking the free upairs. Maybe if you interrupt the uptilts before they start to stale then uptilting into a jump punch is true and could be accepted as a lesser amount of reward that keeps upair fresh (the jump punch itself doesn't really need to be fresh, it's not the thing linking into something else, the upair is). Jigglypuff or Rosalina are the kinds of characters I'm thinking about, where upair won't be refreshed on its own by the time upair-JP has kill potential. OTOH fastfallers like Falco might be easier to punish on their landings when you take the consolation prize for not using upair.
These are somewhat open questions and are scattered and disorganized and probably misguided but I really want to try to ask questions even if they're the wrong ones to try to get better at Mario and hopefully get other people better at Mario too. I've been really frustrated by seeing myself uptilt shields and make other early combo mistakes because I'm not fastidious (is that the right word?) enough about the exact mechanics of early comboing and figuring out how to optimize. Tonight I plan to figure out the minimum %s that uptilt starts chaining off of downthrow for every character and saving it in the notes of my DS so I can reference it at tournaments.