ItsRainingGravy
Smash Ace
I feel as though quite a few people are sleeping on the potential that Scalding FLUDD has to offer, due to how different in function Scalding FLUDD is in comparison to the other two FLUDDs. Primarily because of how the other two FLUDDs function as a way to gimp Mario's opponents while they are trying to recover, and also due to the noticeably short range of the Scalding FLUDD. But just because it is different, should we immediately disregard it as the inferior option just because it doesn't gimp people like the other two do?
I'm actually of the belief that it is far better than the opinion that most people have of it right now. In fact, it could give Mario an edge in certain key areas in which he is lacking in Smash 4. Without further ado, here is my current opinion/findings of the Scalding FLUDD thus far:
Scalding FLUDD Advantages
+ Deals 1-9 damage depending on number of hits. While this may seem small, this is actually pretty important on Mario in Smash 4, due to how low his damage output is on this game. So every little bit of extra damage Mario can deal, the faster he can bring his opponents to a range in which he can KO them with a Smash Attack or another move (such as Explosive Jump Punch).
+ Has a transcendent hitbox. Meaning that other attacks cannot clank with it, and therefore something like Marth's Fair won't be able to cancel it.
+ Scalding FLUDD cannot be absorbed by Ness PSI Magnet, or G&W Oil Panic.
+ The maximum amount of damage it can deal makes it stronger than all of his tilts, Uair, sweetspotted Nair, and all throws besides back throw. It is also only 1% less powerful than Bair, and the front hitbox of Dsmash (uncharged).
+ It can stop opponents from approaching Mario, as it has hitstun. This is especially useful against aerial opponents.
+ You can use it to approach your opponents as well, in particular from the air. This somewhat covers Mario's weakness of not having a Forward Air to pressure opponents with, and it has more range than Bair.
+ Useful for pushing and cornering an opponent to the edges of a stage.
+ Can catch opponents airdodging, spotdodging, and rolling.
+ Has very little endlag after spraying water.
+ Because it is a projectile (more like a disjointed hitbox actually), this reduces Mario's chances of being punished. At least by melee attacks.
+ It can still be useful for edgeguarding, as it still has hitstun. Best used before the opponent uses their Up B recovery. Against certain characters, you can build damage against them with Scalding FLUDD by spamming it as they are trying to grab the egde.
+ Has the fastest charging time out of all of the FLUDD variants.
+ Just by having a fully charged Scalding FLUDD, it can threaten opponents into feeling like you are suddenly going to use it on them. This can sometimes make them more susceptible to grabs, or other types of punishes.
+ Pretty much does everything Fire Orb does, only better. And doesn't take away your better fireball options.
+ An uncharged Scalding FLUDD deals as much damage as a fully charged one.
Scalding FLUDD Disadvantages
- An uncharged Scalding FLUDD deals as much damage as a fully charged one.
- This move is incredibly unsafe against a shielding opponent, as they can just roll behind you and punish you.
- Has the worst range out of all of the FLUDDs.
- Needs at least a little bit of charging time to have decent range.
- Missing in general leaves you wide open.
- Can sometimes miss opponents at point blank range.
- Can't gimp like the other two FLUDDs can.
- Because it has hitstun, it refreshes an opponent's Up B recovery.
- Has a bit of startup lag to it. Not terrible, but enough to let opponents see it coming.
- Surprisingly enough, this move can stale with repetitive use (not that you should be spamming it anyways).
- Trading with this attack is very bad, as you're only going to do 1% damage to the opponent.
- The above problem is further amplified by how Scalding FLUDD doesn't clank with other projectiles.
- It can be "reflected", although this just blocks it as opposed to sending it back to Mario.
- It can be countered by Marth, Ike, Lucina, Shulk, and Lucario. Other counters can work against it but are much less effective (Little Mac/Peach/Greninja).
So then, Scalding FLUDD does indeed have quite a few downsides to it. But it also has a substantial amount of benefits behind it as well. So it's definitely not a cure all for all of Mario's problems, and there are cases in which it indeed can do worse than the other two FLUDDs. Though I feel as though it has its fair share of benefits to at least equal the other two FLUDD variants in terms of effectiveness, and in some matchups it could even be better than the other two FLUDDs.
Ultimately though, the point I am trying to drive here is that it is most certainly not useless. Nor do I feel as though it is outclassed by the other two variants of FLUDD. So I feel as though more people should, at the very least, give it a chance before immediately dismissing it for the other two FLUDD types.
So then, what are your thoughts on the Scalding FLUDD? What matchups, if any, do you think it would be more effective to use in comparison to the other FLUDDs? Do you think it has potential? Or do think it is still not up to par with the other two FLUDD types? Leave your thoughts down below!
I'm actually of the belief that it is far better than the opinion that most people have of it right now. In fact, it could give Mario an edge in certain key areas in which he is lacking in Smash 4. Without further ado, here is my current opinion/findings of the Scalding FLUDD thus far:
Scalding FLUDD Advantages
+ Deals 1-9 damage depending on number of hits. While this may seem small, this is actually pretty important on Mario in Smash 4, due to how low his damage output is on this game. So every little bit of extra damage Mario can deal, the faster he can bring his opponents to a range in which he can KO them with a Smash Attack or another move (such as Explosive Jump Punch).
+ Has a transcendent hitbox. Meaning that other attacks cannot clank with it, and therefore something like Marth's Fair won't be able to cancel it.
+ Scalding FLUDD cannot be absorbed by Ness PSI Magnet, or G&W Oil Panic.
+ The maximum amount of damage it can deal makes it stronger than all of his tilts, Uair, sweetspotted Nair, and all throws besides back throw. It is also only 1% less powerful than Bair, and the front hitbox of Dsmash (uncharged).
+ It can stop opponents from approaching Mario, as it has hitstun. This is especially useful against aerial opponents.
+ You can use it to approach your opponents as well, in particular from the air. This somewhat covers Mario's weakness of not having a Forward Air to pressure opponents with, and it has more range than Bair.
+ Useful for pushing and cornering an opponent to the edges of a stage.
+ Can catch opponents airdodging, spotdodging, and rolling.
+ Has very little endlag after spraying water.
+ Because it is a projectile (more like a disjointed hitbox actually), this reduces Mario's chances of being punished. At least by melee attacks.
+ It can still be useful for edgeguarding, as it still has hitstun. Best used before the opponent uses their Up B recovery. Against certain characters, you can build damage against them with Scalding FLUDD by spamming it as they are trying to grab the egde.
+ Has the fastest charging time out of all of the FLUDD variants.
+ Just by having a fully charged Scalding FLUDD, it can threaten opponents into feeling like you are suddenly going to use it on them. This can sometimes make them more susceptible to grabs, or other types of punishes.
+ Pretty much does everything Fire Orb does, only better. And doesn't take away your better fireball options.
+ An uncharged Scalding FLUDD deals as much damage as a fully charged one.
Scalding FLUDD Disadvantages
- An uncharged Scalding FLUDD deals as much damage as a fully charged one.
- This move is incredibly unsafe against a shielding opponent, as they can just roll behind you and punish you.
- Has the worst range out of all of the FLUDDs.
- Needs at least a little bit of charging time to have decent range.
- Missing in general leaves you wide open.
- Can sometimes miss opponents at point blank range.
- Can't gimp like the other two FLUDDs can.
- Because it has hitstun, it refreshes an opponent's Up B recovery.
- Has a bit of startup lag to it. Not terrible, but enough to let opponents see it coming.
- Surprisingly enough, this move can stale with repetitive use (not that you should be spamming it anyways).
- Trading with this attack is very bad, as you're only going to do 1% damage to the opponent.
- The above problem is further amplified by how Scalding FLUDD doesn't clank with other projectiles.
- It can be "reflected", although this just blocks it as opposed to sending it back to Mario.
- It can be countered by Marth, Ike, Lucina, Shulk, and Lucario. Other counters can work against it but are much less effective (Little Mac/Peach/Greninja).
So then, Scalding FLUDD does indeed have quite a few downsides to it. But it also has a substantial amount of benefits behind it as well. So it's definitely not a cure all for all of Mario's problems, and there are cases in which it indeed can do worse than the other two FLUDDs. Though I feel as though it has its fair share of benefits to at least equal the other two FLUDD variants in terms of effectiveness, and in some matchups it could even be better than the other two FLUDDs.
Ultimately though, the point I am trying to drive here is that it is most certainly not useless. Nor do I feel as though it is outclassed by the other two variants of FLUDD. So I feel as though more people should, at the very least, give it a chance before immediately dismissing it for the other two FLUDD types.
So then, what are your thoughts on the Scalding FLUDD? What matchups, if any, do you think it would be more effective to use in comparison to the other FLUDDs? Do you think it has potential? Or do think it is still not up to par with the other two FLUDD types? Leave your thoughts down below!
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