Sonsa
Smash Champion
- Joined
- Sep 27, 2013
- Messages
- 2,005
Hey people! I guess I took a bit of a day off for my Financial Accounting exam haha, but I'm here happy to discuss matchups!
Oh, and for our front page I really think we should have a combination of the best of what other matchup threads are doing, for example the Rosalina Matchup Thread is one of many to have a cool chart, but the R.O.B. Matchup Thread has links to notable discussions, which I think would be great because people would be able to get the numbers quickly, but also delve deeper to figure out how we got the numbers and get our advice!
Plus it would help people find what they're looking for instead of just opening up another discussion on an already discussed character, I went through the whole thread today to see what has yet to be covered and Sheik came up a few times. [Edit: The Lucina Matchup Thread is beautiful! Definitely the one to aspire to!]
Another character that came up a few times was Mario, so I guess I'll try to give an overview for that and Doc while I'm at it. I haven't fought many Mario mains, so my matchup experience is limited, responses are always welcome and encouraged!
Villager vs Mario
I guess I'll start with what you can pocket. If you successfully bait the cape at a safe distance, you can get your own tree and gyroids, which are great. You can also pocket some FLUDD water, but only one unit, your watering can is probably better, but hey, this wouldn't need a set-up so use it if you think it'll come in handy and you want your tree up or just need to rush! Mario most likely won't use FLUDD in this matchup though, but I'll get to that later.
Last thing you can pocket is Mario's fireball. It won't do much knockback, but could be some decent damage and maybe even gimp. Villager doesn't have many diagonal options, so this can be nice while it lasts.
Now, why Marios usually won't bother charging FLUDD is of Villager's stellar recovery of course. But in the off-chance it is charged... um... I dunno, it really isn't that big a threat. Just try to balloons quickly to the edge. You may get stage spiked if you're too slow, but you can just try to tech that. Mario's will also want to spike you with their forward air when you're off-stage, so be quick, or have great control of floating with balloons and space. I've never seen this, but recovering diagonally, you could get your balloons popped with fireballs! Or one popped and then spiked by a forward air. So I'd recommend coming in at a right angle, stay low until you're under the ledge (or on walled stages, just a safe distance) and then float up to the ledge.
I'd never really recommend riding on gyroid to recover if Mario is just there waiting. If he's been blasted away at the same time as you in some sort of trade, sure, if you wanna get back to the stage quick because you have some momentum, go for it, but otherwise you'll get caped. You could try mindgames by holding back - slowing the gyroid as you ride it - fool him into caping - and then hold forward to speed up and potentially kill him, but this is still too risky. If he just jumps ahead a bit and capes you, I believe you'll be unable to get off, drift off the stage, and then be hit by an extra tough explosion from the gyroid.
On stage, Mario will want to get in and rack up damage and throw back anything you throw at him, all while covering his approaches with fireballs. Some approaches will just be trying to grab you, some will be descending with a down-air spin or short hop neutral-air, or some might be frustrated with your walls and just send fireballs from a distance and hoping to cape back gyroids and run in to cape your tree.
So here's what I think you should do when approached with these! To avoid fireballs and grabs, short hop turnips and follow up with an umbrella f-tilt! When you see him short-hop dair or nair, you short-hop slingshot - That'll teach him to try and go in! If they get frustrated and decide to fight spacing and camping with the same, I tend to inch forward with a gyroid on the ground, I think they can take 2 or 3 fireballs, and short-hopping slingshot and nair when close enough.
Mario is around the same weight as you, a little heavier, and he isn't particularly floaty, so you can effectively juggle him with up-air turnips for a bit.
Once you get him off the stage you can try to spike him with them too. Mario's can be killed with a bowling ball over the ledge, but your timing needs to be good. Mario's up-b is diagonal, so you can't hit him as he starts with it, but once it's about over and he tries to snap to the ledge, that is your window of opportunity. Plus his up-b actually has more priority, so if you hurl it as he's rising, it may have no effect! Your window of opportunity for this usually is actually kinda strict! So I recommend turnips instead. Even if you dont get the spike you can go deeper and deeper with more turnips or slingshots. Mario's recovery is very limited after he loses his second jump, so gimping is definitely not a bad option.
Oh, another thought! Mario's may try to dash attack you as the hitbox stays out for a while, but the endlag does too, so you can shield-grab this and go for a back throw. Get some space or play an off-stage game, both preferable. Other common Mario tactics include down-throw up-tilt up-tilt up-tilt etc, which you should just jump away from. If somehow your second jump is used and he caught you again, nair. And another miscellaneous thought! For Mario's up-smash, his head has invincibility. Keep this in mind when landing, turnips have a disjointed hitbox, but they might not be the best option at the time.
Mario is an all-around character and doesn't really overwhelm anyone with superior anything, but he's pretty capable, and that's demonstrated pretty well in this matchup. Mario wants to go in and rack up damage - and he can - but if he fails he can try to adapt and play in a different style, a campier one. Mario can only capitalize and make a great kill off stage if you slip up (using riding gyroid, positioning yourself in an unfavorable way, or missing a tech) In this matchup you can't really be overwhelmed by speed or lack of space, but you still need to be smart and stick to strong fundamentals as Mario can keep up with you. I think you have a slight advantage with the off stage game being pretty significantly in your favor and the on-stage game being quite even. I'd say this matchup is 57.5:42.5.
Villager vs Dr. Mario
Now! This is a similar matchup... but there are a few changes that make things significantly different. I'll just cover what's same first.
-You can still pocket everything before, just pills instead of fireballs and no FLUDD water.
-I don't think Mario and Doc's capes act any differently.
-The off-stage game is mostly the same, Doc can only try to foward air-spike you, back-air stage spike you, or hope to gimp you with pills popping balloons.
-Doc's will approach the same, covering approaches with pills and short-hopping down air or nair, or try to grab with a follow up. -They can also try to camp, reflecting gyroids and throwing pills.
Here's what's different! Doc's recovery is a bit different, when very far they'll want to tornado first. When it ends you can try and spike them with turnips! If you don't get lucky, it will usually be enough to gimp them though! Just have good timing and don't get to close! If your timing is off, tornado and both his stronger up-b can hurt you bad! If you're worried about space, you can just try to slingshot him when he's vulnerable. What's he going to do? Cape or shield? Maybe, but after a tornado he needs to up-b or he'll usually die, so I wouldn't worry too much. Maybe you get a slingshot reflected at you which might kill at 150% or so, but he'll fall to his death too.
Doc has no FLUDD to worry about (not like it really helped Mario much in the first place in this matchup) but in its stead he's got the tornado. Helps his recovery if you're not there to interfere because of a trade or something, but can also help him land. If Doc's see you below them hoping to punish something, they'll want to fast-fall tornado before you can. You can juggle Doc like you can Mario, but if you're too late and see him spinning I wouldn't recommend trying to out-prioritize it. It has some noticeable ending lag so I'd punish with a grab or down-smash shovel instead!
Doc's main difference from Mario is he's stronger but slower. He also gets rougher endlag... He can try camping you back with pills and reflections, but I recommend short hopping gyroid, falling slingshot, stay grounded if gyroid is reflected and prepare to f-tilt or something until you can do gyroid again. Keep it up until he gets frustrated and has to go in or makes a mistake with endlag you can punish. If you want to be aggressive and go for short hop turnips or something, it isn't as safe an option, but Doc has the same average range as Mario. Just prepare for an up-air or something. Being up-close is where Doc wants you to be, but even then you can handle yourself pretty well.
Dr. Mario sacrifices some speed for harder hits...which harms more than helps in this matchup. Whereas Mario could keep up with Villager and potentially give him a hard time getting hits in, Doc can't as often. Doc may be able to kill earlier due to neither Mario or him being able to kill Villager off-stage that well and Doc having better damage and knockback, but getting in and landing hits has become that much more of a challenge. I'd say this matchup is 62.5:47.5
Stages I would take these two would be: Battlefield, Lylat, Smashville, maybe Town&City, mayyybe Wuhu, maybe even FD and Omega stages.
Walled stages aren't as important, I'm looking for big stages with room to run, take advantage of better spacing, and lots of off-stage area to play around in.
Stages I'd try to avoid: Duck Hunt, Halberd, Delfino.
Duck Hunt doesn't have enough off-stage to take advantage of and you could die earlier to a back-throw from the Marios. Halberd has a low ceiling, which you can kill with better than Mario probably, but it just isn't a preferable stage when there's plenty of others that give you more of an advantage. Plus Mario could catch you with an up-b in the air and potentially steal your stock. Delfino has too many walk-offs and swimming areas which aren't as helpful when you want to gimp. If your opponent counter-picks this though, you'll at least have room to run. But trees can disappear from transition to transition.
I don't think I missed anything, but go ahead and let me know if I did or if you disagree with anything! Also if anyone has recommendations of who to talk about next I find these in-depth analyses pretty fun.
Oh, and for our front page I really think we should have a combination of the best of what other matchup threads are doing, for example the Rosalina Matchup Thread is one of many to have a cool chart, but the R.O.B. Matchup Thread has links to notable discussions, which I think would be great because people would be able to get the numbers quickly, but also delve deeper to figure out how we got the numbers and get our advice!
Plus it would help people find what they're looking for instead of just opening up another discussion on an already discussed character, I went through the whole thread today to see what has yet to be covered and Sheik came up a few times. [Edit: The Lucina Matchup Thread is beautiful! Definitely the one to aspire to!]
Another character that came up a few times was Mario, so I guess I'll try to give an overview for that and Doc while I'm at it. I haven't fought many Mario mains, so my matchup experience is limited, responses are always welcome and encouraged!
Villager vs Mario
I guess I'll start with what you can pocket. If you successfully bait the cape at a safe distance, you can get your own tree and gyroids, which are great. You can also pocket some FLUDD water, but only one unit, your watering can is probably better, but hey, this wouldn't need a set-up so use it if you think it'll come in handy and you want your tree up or just need to rush! Mario most likely won't use FLUDD in this matchup though, but I'll get to that later.
Last thing you can pocket is Mario's fireball. It won't do much knockback, but could be some decent damage and maybe even gimp. Villager doesn't have many diagonal options, so this can be nice while it lasts.
Now, why Marios usually won't bother charging FLUDD is of Villager's stellar recovery of course. But in the off-chance it is charged... um... I dunno, it really isn't that big a threat. Just try to balloons quickly to the edge. You may get stage spiked if you're too slow, but you can just try to tech that. Mario's will also want to spike you with their forward air when you're off-stage, so be quick, or have great control of floating with balloons and space. I've never seen this, but recovering diagonally, you could get your balloons popped with fireballs! Or one popped and then spiked by a forward air. So I'd recommend coming in at a right angle, stay low until you're under the ledge (or on walled stages, just a safe distance) and then float up to the ledge.
I'd never really recommend riding on gyroid to recover if Mario is just there waiting. If he's been blasted away at the same time as you in some sort of trade, sure, if you wanna get back to the stage quick because you have some momentum, go for it, but otherwise you'll get caped. You could try mindgames by holding back - slowing the gyroid as you ride it - fool him into caping - and then hold forward to speed up and potentially kill him, but this is still too risky. If he just jumps ahead a bit and capes you, I believe you'll be unable to get off, drift off the stage, and then be hit by an extra tough explosion from the gyroid.
On stage, Mario will want to get in and rack up damage and throw back anything you throw at him, all while covering his approaches with fireballs. Some approaches will just be trying to grab you, some will be descending with a down-air spin or short hop neutral-air, or some might be frustrated with your walls and just send fireballs from a distance and hoping to cape back gyroids and run in to cape your tree.
So here's what I think you should do when approached with these! To avoid fireballs and grabs, short hop turnips and follow up with an umbrella f-tilt! When you see him short-hop dair or nair, you short-hop slingshot - That'll teach him to try and go in! If they get frustrated and decide to fight spacing and camping with the same, I tend to inch forward with a gyroid on the ground, I think they can take 2 or 3 fireballs, and short-hopping slingshot and nair when close enough.
Mario is around the same weight as you, a little heavier, and he isn't particularly floaty, so you can effectively juggle him with up-air turnips for a bit.
Once you get him off the stage you can try to spike him with them too. Mario's can be killed with a bowling ball over the ledge, but your timing needs to be good. Mario's up-b is diagonal, so you can't hit him as he starts with it, but once it's about over and he tries to snap to the ledge, that is your window of opportunity. Plus his up-b actually has more priority, so if you hurl it as he's rising, it may have no effect! Your window of opportunity for this usually is actually kinda strict! So I recommend turnips instead. Even if you dont get the spike you can go deeper and deeper with more turnips or slingshots. Mario's recovery is very limited after he loses his second jump, so gimping is definitely not a bad option.
Oh, another thought! Mario's may try to dash attack you as the hitbox stays out for a while, but the endlag does too, so you can shield-grab this and go for a back throw. Get some space or play an off-stage game, both preferable. Other common Mario tactics include down-throw up-tilt up-tilt up-tilt etc, which you should just jump away from. If somehow your second jump is used and he caught you again, nair. And another miscellaneous thought! For Mario's up-smash, his head has invincibility. Keep this in mind when landing, turnips have a disjointed hitbox, but they might not be the best option at the time.
Mario is an all-around character and doesn't really overwhelm anyone with superior anything, but he's pretty capable, and that's demonstrated pretty well in this matchup. Mario wants to go in and rack up damage - and he can - but if he fails he can try to adapt and play in a different style, a campier one. Mario can only capitalize and make a great kill off stage if you slip up (using riding gyroid, positioning yourself in an unfavorable way, or missing a tech) In this matchup you can't really be overwhelmed by speed or lack of space, but you still need to be smart and stick to strong fundamentals as Mario can keep up with you. I think you have a slight advantage with the off stage game being pretty significantly in your favor and the on-stage game being quite even. I'd say this matchup is 57.5:42.5.
Villager vs Dr. Mario
Now! This is a similar matchup... but there are a few changes that make things significantly different. I'll just cover what's same first.
-You can still pocket everything before, just pills instead of fireballs and no FLUDD water.
-I don't think Mario and Doc's capes act any differently.
-The off-stage game is mostly the same, Doc can only try to foward air-spike you, back-air stage spike you, or hope to gimp you with pills popping balloons.
-Doc's will approach the same, covering approaches with pills and short-hopping down air or nair, or try to grab with a follow up. -They can also try to camp, reflecting gyroids and throwing pills.
Here's what's different! Doc's recovery is a bit different, when very far they'll want to tornado first. When it ends you can try and spike them with turnips! If you don't get lucky, it will usually be enough to gimp them though! Just have good timing and don't get to close! If your timing is off, tornado and both his stronger up-b can hurt you bad! If you're worried about space, you can just try to slingshot him when he's vulnerable. What's he going to do? Cape or shield? Maybe, but after a tornado he needs to up-b or he'll usually die, so I wouldn't worry too much. Maybe you get a slingshot reflected at you which might kill at 150% or so, but he'll fall to his death too.
Doc has no FLUDD to worry about (not like it really helped Mario much in the first place in this matchup) but in its stead he's got the tornado. Helps his recovery if you're not there to interfere because of a trade or something, but can also help him land. If Doc's see you below them hoping to punish something, they'll want to fast-fall tornado before you can. You can juggle Doc like you can Mario, but if you're too late and see him spinning I wouldn't recommend trying to out-prioritize it. It has some noticeable ending lag so I'd punish with a grab or down-smash shovel instead!
Doc's main difference from Mario is he's stronger but slower. He also gets rougher endlag... He can try camping you back with pills and reflections, but I recommend short hopping gyroid, falling slingshot, stay grounded if gyroid is reflected and prepare to f-tilt or something until you can do gyroid again. Keep it up until he gets frustrated and has to go in or makes a mistake with endlag you can punish. If you want to be aggressive and go for short hop turnips or something, it isn't as safe an option, but Doc has the same average range as Mario. Just prepare for an up-air or something. Being up-close is where Doc wants you to be, but even then you can handle yourself pretty well.
Dr. Mario sacrifices some speed for harder hits...which harms more than helps in this matchup. Whereas Mario could keep up with Villager and potentially give him a hard time getting hits in, Doc can't as often. Doc may be able to kill earlier due to neither Mario or him being able to kill Villager off-stage that well and Doc having better damage and knockback, but getting in and landing hits has become that much more of a challenge. I'd say this matchup is 62.5:47.5
Stages I would take these two would be: Battlefield, Lylat, Smashville, maybe Town&City, mayyybe Wuhu, maybe even FD and Omega stages.
Walled stages aren't as important, I'm looking for big stages with room to run, take advantage of better spacing, and lots of off-stage area to play around in.
Stages I'd try to avoid: Duck Hunt, Halberd, Delfino.
Duck Hunt doesn't have enough off-stage to take advantage of and you could die earlier to a back-throw from the Marios. Halberd has a low ceiling, which you can kill with better than Mario probably, but it just isn't a preferable stage when there's plenty of others that give you more of an advantage. Plus Mario could catch you with an up-b in the air and potentially steal your stock. Delfino has too many walk-offs and swimming areas which aren't as helpful when you want to gimp. If your opponent counter-picks this though, you'll at least have room to run. But trees can disappear from transition to transition.
I don't think I missed anything, but go ahead and let me know if I did or if you disagree with anything! Also if anyone has recommendations of who to talk about next I find these in-depth analyses pretty fun.
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