HeroMystic
Legacy of the Mario
- Joined
- Aug 3, 2008
- Messages
- 6,473
- Location
- San Antonio, Texas
- NNID
- HeroineYaoki
- 3DS FC
- 2191-8960-7738
Lets get one thing out of the way, the notion that Mario's combos are percent-specific is true.
After labbing with Mario nearly all of yesterday, I've found some very interesting combos I wanted to try out, but found this more difficult to do thanks to the fact that these combos can only happen certain ranges. For instance:
D-throw > U-air > N-air is a combo that gives 20% damage and gives you a strong position to follow-up with U-air > U-air > Up-B for 26% to 31% damage (if you land all hits with Up-B it's 31%), giving 51% total.
At 90%, D-throw (or D-tilt) > U-air > F-air is a true combo and deals 26% and is a guaranteed spike if positioned correctly.
Using these on Diddy, these combos worked at roughly 50-65%, and 90-100% respectively. If they go any higher then Diddy popped up too high to deal these combos, and that's an issue for Mario in general.
But then lets factor in rage. Ideally, rage allows Mario to deal these combos sooner, which on paper is a good idea. However, when the ability to deal these combos are so percent-specific, suddenly Mario runs into the issue of possibly losing the ability to use these combos if Mario takes too much damage. For instance, if I have Diddy at 60%, Ideally I'd want to do the N-air finisher, but if Mario jumps from 30% to 90% in damage, this combo would no longer be valid.
Then we have to factor in DI, staleness, and character specifics... and suddenly I've come to the realization that Mario's combos are extremely wonky due to so many factors that messes them up, unlike Sheik, Luigi, or ZSS whom have the air speed, hitstun, and IASA frames minimizing or even negating these issues.
I also believe multiple characters have these issues as well, namely Ike and Bowser Jr which I know for a fact.
After labbing with Mario nearly all of yesterday, I've found some very interesting combos I wanted to try out, but found this more difficult to do thanks to the fact that these combos can only happen certain ranges. For instance:
D-throw > U-air > N-air is a combo that gives 20% damage and gives you a strong position to follow-up with U-air > U-air > Up-B for 26% to 31% damage (if you land all hits with Up-B it's 31%), giving 51% total.
At 90%, D-throw (or D-tilt) > U-air > F-air is a true combo and deals 26% and is a guaranteed spike if positioned correctly.
Using these on Diddy, these combos worked at roughly 50-65%, and 90-100% respectively. If they go any higher then Diddy popped up too high to deal these combos, and that's an issue for Mario in general.
But then lets factor in rage. Ideally, rage allows Mario to deal these combos sooner, which on paper is a good idea. However, when the ability to deal these combos are so percent-specific, suddenly Mario runs into the issue of possibly losing the ability to use these combos if Mario takes too much damage. For instance, if I have Diddy at 60%, Ideally I'd want to do the N-air finisher, but if Mario jumps from 30% to 90% in damage, this combo would no longer be valid.
Then we have to factor in DI, staleness, and character specifics... and suddenly I've come to the realization that Mario's combos are extremely wonky due to so many factors that messes them up, unlike Sheik, Luigi, or ZSS whom have the air speed, hitstun, and IASA frames minimizing or even negating these issues.
I also believe multiple characters have these issues as well, namely Ike and Bowser Jr which I know for a fact.