MarioMeteor
Smash Hero
Truth be told, everything in Big Red's moveset could do more damage.
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One more note, my brother is a Robin main.Well, thank you. Your contribution is noted. And your brother? Jab. As long as he doesn't have a tether, Mario's jab will beat every grab in the game. Or better yet, just don't approach. You have a projectile.
...All the more proof that one needs to work on his spacing fundamentals. Robin's grab is one of the worst in the game.One more note, my brother is a Robin main.
Okay neutral air, a great move for spacing, but also a risky move to do when Mario is at high damage
Even his grab is worst, his down B is quite annoying too....All the more proof that one needs to work on his spacing fundamentals. Robin's grab is one of the worst in the game.
One of the questions you'll often be asking yourself when playing Mario is whether to use Nair or Dair
in any given scenario. The short answer being that Nair is better for defensive purposes while Dair is used to press the
attack.
Uh...yeah, it's always a reliable move to break your opponents combo.N-air is Mario's c-c-c-c-combobreaker!
Seriously, it's probably one of my favorite moves. It comes out so fast and almost zero ending lag.
It requires a great timing.Buffered up airs can actually break combos, from my experience.
Not really. If it required great timing it would kinda defeat the purpose of buffering it instead of being frame perfect with if.It requires a great timing.
Whenever I Up air my opponent, I often miss, or even end up get spiked by their D airs, and ones like Caotain Falcon and Ganondorfs Down B are just one of the few powerful attacks that you need to be aware of when doing U air.Not really. If it required great timing it would kinda defeat the purpose of buffering it instead of being frame perfect with if.
It'sreally a reliable move as a combo starter, but it's a danagerous move when using before landing.Mario Tornado is how you catch dodges and pressure shields and platforms. Okay combo starter at 0%. The landing hitbox can combo into D-smash if the hitbox lines up perfectly.
As the move has pretty high base knockback, it's worth keeping in mind it has some KO potential in the air, though usually only if it's fresh and you have Rage.
You're right about. I just want to add that Dair after landing, into grab (after dashing to the oppenent) works as a combo! I use that often, but it depends on the match-up and/or where the opponent's percentage stands during the match.It'sreally a reliable move as a combo starter, but it's a danagerous move when using before landing.
True, the only issue I have with it though is that's a move I can't really throw out in neutral. I tried doing it upon landing to mix up my movement during a match on Anther's Ladder and I couldn't throw out a shield or jab fast enough to react to his character grabbing me upon landing. (this was a Mario ditto, btw)The Mario Tornado is a move I use very often. The only move I might use more is the N-Air. I use this move a lot for approaching and combo starting because of how high its priority is and how it's also a fast move. Great combo starter, too. I would encourage any player to use this move often.
I really like Mario's D-tilt because it's fast, and it hits ledged opponents like the quote says. And i LOVE your avatar i'm freaking dying of laughing right now.Utilt hits people hanging without invincibility on the ledge.
Depends.How recommended is it to use RAR bair approaches in neutral, or are there better, safer options, given its slight landing lag?
SHAD bair? Don't believe I've heard that term before...Depends.
Against short characters you either need to be really close or delay your Bairs to hit them on the ground. If they are tall, full hop Bair is ideal.
SHAD Bair is a decent pocket option for spacing Bair as well.
Short Hop Air Dodge B-air.SHAD bair? Don't believe I've heard that term before...