ItsRainingGravy
Smash Ace
My impressions for Mario from the demo thus far:
- Utilt to Uair chains aren't really that reliable. The opponent has a good opportunity of time to airdodge or possibly attack while you are trying to jump up and use an Uair on them after the Utilt. Additionally, at later percents, Utilt just sends the opponent too high up for the increased hitstun to even matter to try to follow up with a Uair.
- Uair to Uair chains work, but are pretty hard to do and seem very frame dependent for the chain to happen.
- Utilt chains don't work at really low percents, but it doesn't take long at all for them to become reliable (low-mid percents).
- EDIT: Actually scratch that. Utilt chains aren't really that reliable.
- Dthrow to Utilt chains similarly don't work at really low percents, but don't take long at all before they are reliable. Otherwise, Dthrow is really good for setting up combos.
- Dtilt seems incredibly much more useful this time around. Dtilt chains and frametraps into grab are more reliable than trying to do Utilt chains at really low percents, and at higher percents it sends opponents at a lower height yet similar angle to Utilt making it more reliable for followups. Never would I thought I would see the day Mario's Dtilt is this good.
- Uthrow seems a bit more useful than Dthrow at super early percents, but otherwise it's not too reliable for combos. You can potentially land an aerial after it with a good read though. Doesn't work at mid percents or higher.
- Dair is pretty decent at low levels for setting up aerials, but most of the time you're going to have to read if the opponent is going to try to airdodge or attack you during these instances.
- The Fair ground bounce might seem really good for followups after it lands, but unfortunately, opponents are able to airdodge really early after the groundbounce happens, meaning you have to go back to reading what your opponent does afterwards.
- Bair seems pretty good for WoP combos, but I need to use it a bit more. It can also lead to other combos during approaches since the landing lag is incredibly low on this move.
Up B actually remedies a good portion of the above in order to help you extend your combos. All of the hits reliably connect together, it comes out pretty much instantly, covers the area diagonally above Mario which is mostly a "blind spot" for him in regards to combos, and has a good amount of knockback on the final hit which prevents you from being punished in most situations afterwards. You can also fast-fall after using it to make it safer. Here are the following combos I have found using Up B, all of which are mostly inescapable and are true combos.
At low percents (just be wary that you are a bit more prone to being punished after the Up B at lower percents)
Dtilt -> Up B (17%)
Dtilt -> Dtilt -> Up B (22%)
Utilt -> Up B (19%)
Utilt -> Utilt -> Up B (26%; only works against an opponent who is at around 10-20% however)
Bair -> Pivot Up B (23%)
Dair -> Up B (24% max; depends on how many hits Dair/Up B connects with)
Dair (land before the final hit) -> Dthrow -> Up B (varies; you could also try throwing in some Utilts after the Dthrow)
Uair -> (land) -> Up B (19%)
Uair -> (land) -> Utilt -> Up B (26%)
Uair -> (land) -> Dthrow -> Up B (24%)
Usmash -> Up B (varies depending on Usmash charge and Up B)
Uthrow -> Up B (19%)
Dthrow -> Up B (17%)
Dthrow -> (Correctly read your opponent) -> Utilt -> Up B (24%)
Dthrow -> Utilt -> Utilt -> Up B (31%; only works against an opponent who is at around 10-20% however)
Dthrow -> Dtilt/Dtilt chain -> Up B (23%/28% respectively)
Dthrow -> Dtilt -> Dtilt -> (Correctly read your opponent -> Dthrow -> Utilt/Dtilt -> Up B (42/41% respectively; you can also throw in a falling Uair/Dair at the very beginning for extra flash/damage too probably. You have to be a bit lucky for the second throw)
At mid percents
Dthrow -> Utilt -> Up B
Dthrow -> Utilt -> Uair -> Up B
Dthrow -> Dtilt -> Up B
Dthrow -> Uair -> Up B (You can try to throw in another Uair but it is a bit risky)
Dtilt -> Up B
Utilt -> Uair -> Up B
Usmash -> Uair -> Up B (situational; works better at low-mid percents)
Dair (land before the final hit) -> Dthrow -> Utilt -> Up B
Dair (land before the final hit) -> Dthrow -> Uair -> Up B
Dair (land before the final hit) -> Utilt -> Uair -> Up B
Uair -> (land) -> Uair -> Up B
Fair -> Up B (need to test this one further/probably works on both ground and air opponents)
Fair -> Dthrow -> Up B (need to test this one further)
At high percents (bolded combos work at "any percent")
Dthrow -> Up B
Dair (land before the final hit) -> Dthrow -> Up B
Uair -> (land) -> Up B
Dtilt -> Up B
Dtilt -> Uair -> Up B (doesn't work at very high percents)
Other useful combos (That don't use Up B)
Dthrow -> Jab Combo (at low percents)
Dthrow -> Dsmash (at low percents)
Dtilt chain (at low percents)
Dthrow -> Utilt -> Usmash (at mid percents)
Bair chain (at mid percents)
Dthrow -> Nair (at mid/high percents)
Dtilt -> Nair (at high percents)
Dtilt -> (correctly read your opponent) -> Usmash (at high percents)
Dair (land before the final hit) -> Dsmash (situational but can work at any percent?)
Personal favorites
Dtilt -> Up B (at any percent)
Uair -> (land) -> Dthrow -> Up B (at low percents)
Dthrow -> Up B (at low percents)
Dthrow -> Jab Combo (at low percents)
Dthrow -> Dsmash (at low percents)
Dthrow -> Dtilt/Dtilt Chain -> Up B (at low percents)
Dthrow -> Utilt -> Up B (at mid percents)
Dthrow -> Utilt -> Uair -> Up B (at mid percents)
Dthrow -> Uair -> Up B (at mid percents)
Utilt -> Uair -> Up B (at mid percents)
Uair -> (land) -> Uair -> Up B (at mid percents)
Bair chain (at mid percents)
Dthrow -> Nair (at mid/high percents)
Dthrow -> Up B (at high percents)
Uair -> (land) -> Up B (at high percents)
Dtilt -> Nair (at high percents)
Uair/Dair -> (land) -> Dthrow -> Dtilt -> Dtilt -> (correctly predict your opponent) -> Dthrow -> Utilt -> Uair -> Up B (at low percents; probably the longest combo I can think of that could potentially work; good luck getting it in a match though lol)
Close up, the default Up B can do up to 12% damage. 5% first hit, 1%x4 multihits, and then 3% for the last hit. As an anti-air, Up B usually does 5% damage instead (last two multihits plus final hit). Up B is really useful for helping Mario tack on extra percents after his combos throughout the fight. It might not seem like much, but even little things can quickly add up over time. Plus, at least from what I have tested, these are all true combos, or at least very reliable ones. Meaning that it is almost guaranteed damage, and you don't have to worry too much about missing with the Up B. If you do miss, it is very punishable afterwards, but the opponent almost never has time to airdodge the Up B mid combo because of how fast it is.
I feel as though the Explosive Jump Punch is going to be extremely valuable to Mario, as it is going to greatly increase the damage potential of his combos. It does 21% max damage, 8% first hit and 13% second hit, so it would increase the damage output of all the combos I mentioned above. I would love to test it out right now, but I have to wait until Oct 3rd for the full game. While on the opposite end of the spectrum, I think that the High Jump version is going to be pretty useless. Both because it feels as though Mario would really rely on his Up B to help aid his combo game in Smash 4, and because it would remove an important OoS option for Mario as well since this version doesn't have a hitbox.
Lastly, Up B kills on Sudden Death. Very great for surprise kills, though should be used very sparingly on Sudden Death since missing means that you're pretty much screwed.
- Utilt to Uair chains aren't really that reliable. The opponent has a good opportunity of time to airdodge or possibly attack while you are trying to jump up and use an Uair on them after the Utilt. Additionally, at later percents, Utilt just sends the opponent too high up for the increased hitstun to even matter to try to follow up with a Uair.
- Uair to Uair chains work, but are pretty hard to do and seem very frame dependent for the chain to happen.
- Utilt chains don't work at really low percents, but it doesn't take long at all for them to become reliable (low-mid percents).
- EDIT: Actually scratch that. Utilt chains aren't really that reliable.
- Dthrow to Utilt chains similarly don't work at really low percents, but don't take long at all before they are reliable. Otherwise, Dthrow is really good for setting up combos.
- Dtilt seems incredibly much more useful this time around. Dtilt chains and frametraps into grab are more reliable than trying to do Utilt chains at really low percents, and at higher percents it sends opponents at a lower height yet similar angle to Utilt making it more reliable for followups. Never would I thought I would see the day Mario's Dtilt is this good.
- Uthrow seems a bit more useful than Dthrow at super early percents, but otherwise it's not too reliable for combos. You can potentially land an aerial after it with a good read though. Doesn't work at mid percents or higher.
- Dair is pretty decent at low levels for setting up aerials, but most of the time you're going to have to read if the opponent is going to try to airdodge or attack you during these instances.
- The Fair ground bounce might seem really good for followups after it lands, but unfortunately, opponents are able to airdodge really early after the groundbounce happens, meaning you have to go back to reading what your opponent does afterwards.
- Bair seems pretty good for WoP combos, but I need to use it a bit more. It can also lead to other combos during approaches since the landing lag is incredibly low on this move.
Up B actually remedies a good portion of the above in order to help you extend your combos. All of the hits reliably connect together, it comes out pretty much instantly, covers the area diagonally above Mario which is mostly a "blind spot" for him in regards to combos, and has a good amount of knockback on the final hit which prevents you from being punished in most situations afterwards. You can also fast-fall after using it to make it safer. Here are the following combos I have found using Up B, all of which are mostly inescapable and are true combos.
At low percents (just be wary that you are a bit more prone to being punished after the Up B at lower percents)
Dtilt -> Up B (17%)
Dtilt -> Dtilt -> Up B (22%)
Utilt -> Up B (19%)
Utilt -> Utilt -> Up B (26%; only works against an opponent who is at around 10-20% however)
Bair -> Pivot Up B (23%)
Dair -> Up B (24% max; depends on how many hits Dair/Up B connects with)
Dair (land before the final hit) -> Dthrow -> Up B (varies; you could also try throwing in some Utilts after the Dthrow)
Uair -> (land) -> Up B (19%)
Uair -> (land) -> Utilt -> Up B (26%)
Uair -> (land) -> Dthrow -> Up B (24%)
Usmash -> Up B (varies depending on Usmash charge and Up B)
Uthrow -> Up B (19%)
Dthrow -> Up B (17%)
Dthrow -> (Correctly read your opponent) -> Utilt -> Up B (24%)
Dthrow -> Utilt -> Utilt -> Up B (31%; only works against an opponent who is at around 10-20% however)
Dthrow -> Dtilt/Dtilt chain -> Up B (23%/28% respectively)
Dthrow -> Dtilt -> Dtilt -> (Correctly read your opponent -> Dthrow -> Utilt/Dtilt -> Up B (42/41% respectively; you can also throw in a falling Uair/Dair at the very beginning for extra flash/damage too probably. You have to be a bit lucky for the second throw)
At mid percents
Dthrow -> Utilt -> Up B
Dthrow -> Utilt -> Uair -> Up B
Dthrow -> Dtilt -> Up B
Dthrow -> Uair -> Up B (You can try to throw in another Uair but it is a bit risky)
Dtilt -> Up B
Utilt -> Uair -> Up B
Usmash -> Uair -> Up B (situational; works better at low-mid percents)
Dair (land before the final hit) -> Dthrow -> Utilt -> Up B
Dair (land before the final hit) -> Dthrow -> Uair -> Up B
Dair (land before the final hit) -> Utilt -> Uair -> Up B
Uair -> (land) -> Uair -> Up B
Fair -> Up B (need to test this one further/probably works on both ground and air opponents)
Fair -> Dthrow -> Up B (need to test this one further)
At high percents (bolded combos work at "any percent")
Dthrow -> Up B
Dair (land before the final hit) -> Dthrow -> Up B
Uair -> (land) -> Up B
Dtilt -> Up B
Dtilt -> Uair -> Up B (doesn't work at very high percents)
Other useful combos (That don't use Up B)
Dthrow -> Jab Combo (at low percents)
Dthrow -> Dsmash (at low percents)
Dtilt chain (at low percents)
Dthrow -> Utilt -> Usmash (at mid percents)
Bair chain (at mid percents)
Dthrow -> Nair (at mid/high percents)
Dtilt -> Nair (at high percents)
Dtilt -> (correctly read your opponent) -> Usmash (at high percents)
Dair (land before the final hit) -> Dsmash (situational but can work at any percent?)
Personal favorites
Dtilt -> Up B (at any percent)
Uair -> (land) -> Dthrow -> Up B (at low percents)
Dthrow -> Up B (at low percents)
Dthrow -> Jab Combo (at low percents)
Dthrow -> Dsmash (at low percents)
Dthrow -> Dtilt/Dtilt Chain -> Up B (at low percents)
Dthrow -> Utilt -> Up B (at mid percents)
Dthrow -> Utilt -> Uair -> Up B (at mid percents)
Dthrow -> Uair -> Up B (at mid percents)
Utilt -> Uair -> Up B (at mid percents)
Uair -> (land) -> Uair -> Up B (at mid percents)
Bair chain (at mid percents)
Dthrow -> Nair (at mid/high percents)
Dthrow -> Up B (at high percents)
Uair -> (land) -> Up B (at high percents)
Dtilt -> Nair (at high percents)
Uair/Dair -> (land) -> Dthrow -> Dtilt -> Dtilt -> (correctly predict your opponent) -> Dthrow -> Utilt -> Uair -> Up B (at low percents; probably the longest combo I can think of that could potentially work; good luck getting it in a match though lol)
Close up, the default Up B can do up to 12% damage. 5% first hit, 1%x4 multihits, and then 3% for the last hit. As an anti-air, Up B usually does 5% damage instead (last two multihits plus final hit). Up B is really useful for helping Mario tack on extra percents after his combos throughout the fight. It might not seem like much, but even little things can quickly add up over time. Plus, at least from what I have tested, these are all true combos, or at least very reliable ones. Meaning that it is almost guaranteed damage, and you don't have to worry too much about missing with the Up B. If you do miss, it is very punishable afterwards, but the opponent almost never has time to airdodge the Up B mid combo because of how fast it is.
I feel as though the Explosive Jump Punch is going to be extremely valuable to Mario, as it is going to greatly increase the damage potential of his combos. It does 21% max damage, 8% first hit and 13% second hit, so it would increase the damage output of all the combos I mentioned above. I would love to test it out right now, but I have to wait until Oct 3rd for the full game. While on the opposite end of the spectrum, I think that the High Jump version is going to be pretty useless. Both because it feels as though Mario would really rely on his Up B to help aid his combo game in Smash 4, and because it would remove an important OoS option for Mario as well since this version doesn't have a hitbox.
Lastly, Up B kills on Sudden Death. Very great for surprise kills, though should be used very sparingly on Sudden Death since missing means that you're pretty much screwed.
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