http://smashboards.com/threads/official-standard-custom-moveset-project-mario.380346/#post-18620256
Reposted this before, but here are my current thoughts lol
Sets
2222 2212 and 2312 are probably the best sets overall to use with Scalding FLUDD, versus characters whom Mario can't gimp. While sets 2332 and 1332 are a bit more niche but have their uses for those who prefer EJP sets and staying on the ground/stage.
Set
2222 2212
- This set is the real breadwinner here, and is one of the most useful Scalding FLUDD sets overall. Very well-rounded in both offensive and defensive qualities.
Extremely recommended!
- Fast Fireballs shut down aerial approaches, such as Peach's float and Jigglypuff's aerial game. Additionally, it can be freely fired even when you haven't charged your FLUDD.
- Shocking Cape greatly increases Mario's killing potential off of the stage, making it the optimal choice for contesting characters such as Peach/Jigglypuff/etc. For what it's worth, it is also faster than his Fsmash by a few frames, which won't KO until later percents but is good for getting the opponent off the stage and then use another cape to finish them off. Additionally, you can also pelt them with Fast Fireballs for funzies, or hit them with a blast of hot water to try to limit their jumps back to the stage. Lastly, using Shocking Cape improves Mario's horizontal movement speed in the air, which slightly improves his recovery but doesn't really let him stall in the air like the other capes do.
- SJP gives Mario a recovery that offers JUST enough leniency to use Shocking Cape offstage and be able to return to the ledge, while remaining extremely useful for combos and being one of the best OoS options in the entire game.
- Scalding FLUDD offers a meaty hitbox in contrast to Fast Fireball. It deals more damage, is disjointed (allowing it to contest sword wielders if necessary), and can catch spotdodges/airdodges/rolls. Retreating Scalding FLUDD is hard to contest as Mario can use the wall of hot water to easily reset the pace of the match to neutral if need be while dealing safe damage. Scalding FLUDD is also useful for approaching vs dodging options, though you must be careful as it is not safe on shield. Additionally, limit your ground uses of Scalding FLUDD, as it is extremely punishable if you do so. Especially from the air. Lastly, Scalding FLUDD charges the fastest of the three FLUDDs. Use this to your advantage to wall your opponents out, and pester them into situations where they leave holes in their defenses while also damaging them at the same time. Do take note that it has the shortest range of the FLUDDs, though. Roughly 25% of Final Destination iirc
- Also just to reiterate this: You don't have an OoS Up B option with this set. Be careful.
Set 2312
- This set is for those who love to play defensively, and gives Mario access to his amazing OoS Up B.
Recommended.
- The combination of Fast Fireballs, SJP, and Scalding FLUDD offer Mario an incredibly potent wall in which opponents have to pass. This gives Mario options at range, close range, and mid range all of which he can use at his leisure. Fast Fireballs for pokes to harass the opponent (Peach/Jigglypuff don't really have the best ranged options to contest this either), SJP for its nearly unrivaled ability to be used as an invincible OoS to make opponents think twice before approaching your shield, and Scalding FLUDD to limit their own defensive options and try to wear them out mentally. This is Mario's best keep-away set. So if you really, really want to play it safe, this set is for you.
- Gust Cape is supplementary here. It aids Mario's recovery, provides a windbox to push opponents near the edge of the stage/off of the stage to limit their defensive options even further (and making them more prone to Scalding FLUDD), and is yet another tool to try to limit to try to limit an opponent's aerial approach (Peach/Jiggs are kind of slow in the air too).
- However, if people feel strongly about this, Shocking Cape can be used instead for its killing potential.
- Reason behind this? This set's weakness is that it lacks killing potential. It has combos and ways to rack up damage (SJP/Scalding FLUDD), but you would be forced to rely on Mario's Usmash/Dsmash/etc to finish opponents off, which makes your finishing approaches pretty predictable.
Sets 1332 and 2332
- These sets are for dealing gradual damage with Scalding FLUDD and finishing opponents off with EJP.
Recommended.
- What Fireball you choose is up to you. If you wish to deal more damage and have a reliable air-to-ground option? Pick default Fireball. If you wish to have long range pokes and shutting down aerial options (the core reason to use Scalding FLUDD besides dodges), pick Fast Fireball. It comes down to preference,
though in my personal opinion, I slightly favor default Fireballs with this set to get opponents closer to the KO range more quickly. Eeeh Fast Fireballs are better considering you are fighting opponents you can't gimp lol.
- Gust Cape is very crucial to aiding your recovery with these sets, because EJP really hinders your recovery options. You could choose to go with Shocking Cape if you REALLY want to, though EJP comes out faster and finishes opponents off more quickly as long as you use it correctly. Either way, you shouldn't try to go offstage with these sets. Stay close to the center of the stage, and control it as best as you can with your Fireballs/Scalding FLUDD/Cape Windboxes.
- With EJP, Mario now has an incredibly deadly finisher that commands respect. It comes out faster than all of his normal KO options (Usmash/Dsmash/Fsmash), while also decently serving combos and racking up high amounts of damage. Of course, this is all not without weaknesses, as you all are probably aware of. It's slower than SJP, loses invincibility (or at least comes out slower?), and of course...makes Mario's ability to recover incredibly bad outside of using the cape to help supplement it. You're a bruiser, but opponents can bruise you just as easily. Especially since the opponents you are probably going to fight with a Scalding FLUDD set are ones that Mario cannot normally gimp with High Pressure FLUDD. And because these characters can't be gimped, they have great recovery options, which they can use to drag you offstage and gimp you instead. Do not let this happen.
- On the bright side, Scalding FLUDD helps bring opponents even closer to the KO range for EJP, as well as keeping opponents at bay while wearing them down mentally. It's fast to charge, decently fast to fire, and you can retreat with it whenever you want to by using it in the air. Meaning that you will have a lot of opportunities to rack up free damage, whilst keeping you safe. Harass them with defense, and then trash them with offense once they give you the slightest opportunity.
- Although having a choice of two fireballs is nice...it's not SUPER necessary. Having two fireballs for these particular goals are more beneficial than the goals of sets 2222 and 2312, but in case another set is
absolutely nedded, both have their fair share of damaging building or defensive uses for the core idea of this style of play. I'm not opposed to dropping one for another proposed set, though people would have to choose which fireball is overall better for this gameplan. Since I like both personally.