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Mario's Moveset: Breakdown & Discussion (Session 21: Super Jump Punch + Customs)

mario123007

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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.
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
 

meleebrawler

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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
...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.
 

A2ZOMG

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N-air is Mario's safest out of shield option, good for breaking strings, and his best move for catching dodges and edgeguarding. Pretty useful. Low landing lag lets you mix up on shields a bit if your spacing is good (or just buffer it after SH D-air). Also combos into basically every ground move except F-smash at low percents.
 

mario123007

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...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.
Even his grab is worst, his down B is quite annoying too.
Thanks for the advice, I appreciate it!
 

Xeze

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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.
 

mario123007

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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.
Uh...yeah, it's always a reliable move to break your opponents combo.
 

HeroMystic

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Session 15: Up Air

Up Air Frames: 4-8
Up Air Damage: 7%

Discussion on U-air can begin now.
 

A2ZOMG

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You can still frametrap airdodges with U-air, fit two of them in a short hop, and it still can be used as a combo starter, though I like U-air a lot less in this game when the hitbox is less reliable for hitting to Mario's sides. That being said knowing how to buffer U-air is still pretty important to know.
 

HeroMystic

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I would say knowing how to buffer U-air and U-tilt are both very important as they are your basic juggle tools and your main way to connect aerial strings together.
 

mario123007

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A good air game combo move besides back air, but since it's not a powerful move, if you don't use this move soon again a character with strong downair (Or down atrack), or use this move with damage. I often get spiked and possibly get KOed.
 

mario123007

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Not really. If it required great timing it would kinda defeat the purpose of buffering it instead of being frame perfect with if.
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.
 
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HeroMystic

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Session 16: Down Air

Down Air Frames: f5-f20
Down Air Damage: 1% (x5)

Down Air Final Hit Frames: f25
Down Air Final Hit Damage: 5%

Down Air Landing Frames: 1-3
Down Air Landing Damage: 2%

Discussion on D-air can begin now.
 
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meleebrawler

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Ah, the Mario Tornado. One of the cornerstones of Mario's game, this move pressures shields with multi-hits
threatening early shield drops, along with Mario's mobility letting him cross up. It also works as a combo extender
or finisher, and can even kill with some luck and maybe rage.

To get the most out of this move, however, you need to use it in an aggressive fashion. If you're not
actively pursuing your opponent when using this, you're liable to only get partial hits which do very little damage
and hitstun. Nair is the better move for defence in the air.
 

smasher1001

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This is a move I abuse(perhaps a bit too much, hahaha..). But it's just a great move with a lot of uses. And it's one of marios better damage moves, assuming all the hits land.

To start, it's an excellent shield pressure move, as it seems to do good damage to shields, and with the multi-hits has a good chance of breaking them(even better if you weaken the shield first decently, this is just about guaranteed to get past their shield). If the opponent is on a platform, many initially expect an up air to air jump up air, but you can mix it up with dair into air jump dair or dair into nair(really fast and often takes people by surprise since they think they can punish the dair, just make sure you don't land it on the platform).

At high percents in the air you can kill with the last hit of it(we're luigi gaiz), and its a great combo starter if you land with it and hit them with the landing hit, it can often true combo into grab, sometimes down smash, and much less often f-smash or upsmash depending on where they end up.

Lastly, if you're doing up air strings and they airdodge towards the ground, your dair can frametrap them into the last hit giving a reset of sorts if you follow with a grab properly. Also can catch people coming out of airdodges with it to pop em back in the air.

Overall a great move with a variety of uses.

EDIT: Oh, and don't forget it's a part of one of your better low percent combo/string(character dependent) setups with grab to up throw to dair to aerial of your choice.
 
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mario123007

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I often had a problem that they will punish me everytime I do down air....
 

Hat N' Clogs

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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.
 

A2ZOMG

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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.
 

BSP

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So how consistent is the "characters with F3 nairs can hit us before Mario Tornado's final hit"?
 

HeroMystic

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They can just mash the button and it'll work. I've done it every time vs XeroXen in Mario dittos.
 

mario123007

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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.
It'sreally a reliable move as a combo starter, but it's a danagerous move when using before landing.
 

The21stSmasher

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It'sreally a reliable move as a combo starter, but it's a danagerous move when using before landing.
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.
 

KenMeister

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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.
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)
 

HeroMystic

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Session 17: Back Air

Back Air(Strong) Frames: f6-f7
Back Air(Strong) Damage: 10.5%

Back Air(Weak) Frames: f8-f10
Back Air(Weak) Damage: 7%

Discussion on B-air can begin now.
 

Darrman

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The Bair. Been a while, eh? Anyway, it's a decent midair combo move, with respectable damage to boot. I generally only use it combo into itself around 60-70% range, putting that air speed to good use. F6 isn't too bad at all speed-wise.
 

KenMeister

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How recommended is it to use RAR bair approaches in neutral, or are there better, safer options, given its slight landing lag?
 

A2ZOMG

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How recommended is it to use RAR bair approaches in neutral, or are there better, safer options, given its slight landing lag?
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.
 

KenMeister

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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.
SHAD bair? Don't believe I've heard that term before...
 

AlMoStLeGeNdArY

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I tend to use bair as my main approach edgeguard move and to wall of pain. I'm not really sure if this is really proper I don't know how to Mario. I think I want to try to use it as a combo ender (DI dependent).
 
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