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Q&A Ambitions as a Plumber; A Mario FAQ

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
I already posted some before ya know... like a week+ ago. I may not post any more cuz I got flamed for posting vids of a comp. XD
 

-PM-

Smash Ace
Joined
Jun 8, 2007
Messages
877
Location
Dearborn Heights
mario man come over and we'll record some =] LoL

i have a capture card

btw any marios near the MI state or wishing to play or maybe even get a smashfest/tourny going i could all of that xD i have alot of space and recording stuff =]
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
Actually, my sister has been playing as Mario and 2 things have happened.

1. She plays pretty good with him. thus...
2. She is more interested in it.

So, I may get some vids of me vs her up just for fun or something. XD

EDIT: I think you mean up PM. LOL

Not over.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Help against Ice Climbers requested.

I don't play much against humans, so that's probably the real problem for me, but they do kinda annoy me because sadly, they're yet another character that outranges Mario and can n00b me to death.

First, let me explain that I was having trouble against a n00b. Charges Smash attacks frequently, doesn't wavedash, abuses rolling dodge, and uses Up-B instead of Forward B. So in general, if I'm having trouble against this n00b using Ice Climbers, it's probably going to be **** nasty when I go against someone who's good with the ICs.

I have trouble jumping past the F-smash and linking it with B-airs, since their F-smash covers an unexpectedly huge angle. Their Smash attacks outrange mine for the most part, so usually I end up having to tack on damage with Fireballs. My best approach happens to be the D-air, but otherwise I'm having a difficult time getting the Ice Climbers set up into any combos. Generally things start to work better for me once I manage to get them above me, which I'm having a hard time doing. The only other move that seems to get results for me is the B-throw which can knock back both Ice Climbers at once. Is there anything else I can or should do?
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
Another approache technique that's pretty useful is utilizing mindgames(DD and WD alternately) to draw in an attack or surprise him with possibly a dthrow, or a Nair SHFFL to a dsmash. Aside from the Dair, those are my main approaches on IC's, and it hasn't failed me yet. Hope that helps.
 

Xephalon

Smash Journeyman
Joined
Jun 7, 2007
Messages
264
Location
New York
hey guys, i have trouble up-b > wall jumping what is the frame i would have to move the control stick to the opposite direction? idk if im doing it right either, so can you help me?
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
you have to do it against a flat surface after beginning the upB while hugging the stage. Then just go in training mode and slow it down. You have to smash the control stick away from the stage at the very peak of the upB, right before you start falling again.
 

Dr Peepee

Thanks for Everything <3
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BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
My problem with getting the upB walljump was that I didn't push the stick in the complete opposite direction, as in to the full left or right, if that isn't your problem, it's all in the timing, and that just takes practice.
 

Xephalon

Smash Journeyman
Joined
Jun 7, 2007
Messages
264
Location
New York
i can finally do the up>wall jump, but only on that gun on corneria, i cant seem to do it on other stages, is timing different, or am i just stupid?
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
You have to start it while hugging the stage, so the number of levels it can be done on are VERY few. As in, like 2-3. LOL
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
at the very peak of your upB is when you do it. The problem is getting the height right.
 

Shök

Smash Champion
Joined
Jun 24, 2007
Messages
2,251
yeah thats what i was thinking, that maybe we could meet up or something, if you ever visit houston, tell me so we could play, and if you do come, come with a huge sign on your back that says fire so i can know who you are lol
 

maelstrom218

Smash Lord
Joined
Apr 23, 2004
Messages
1,040
Location
Madison, WI
what is the best way to to recover with mario? rising tornado then cape? (mario isnt my main i jw coz i
use him sometimes) plz can you comment on my performance and tell me how 2 gt bettewr with him


Team Luigi(luigi_mast3r)+ mario (me) vs CPUs
http://uk.youtube.com/watch?v=kkJJeSRrO7g

Luigi(luigi_mast3r) vs Mario (me)
http://uk.youtube.com/watch?v=DJAxQYxyZXQ
I just watched the last vid.

The most glaring error that I saw was not fastfallling. . .it made you pretty vulnerable in lots of situations. If you happen to be high in the air, you NEED to fastfall, so you land/tech/recover ASAP and be in a less vulnerable situation, especially when Luigi's high-priority aerials beat everything you have. Fastfalling with your aerials is also pretty critical; you're able to follow up a lot faster if you do.

You also need to know when to chase down Luigi (i.e. take advantage of opportunities), and back off. There were times when he was recovering, and for some reason, you were all the way on the opposite side of the stage. In any case, this is definitely a less orthodox matchup for Mario, because technically, Mario can't combo Luigi for crap. This means that for the most part, you can't just randomly run up to Luigi and throw an attack out, because Luigi's overwhelming priority will simply trade hits, or burn right through yours.

It's at times like these that you should be baiting him into attacking--you knock Luigi in the air, Luigi expects you to jump up after him, Luigi throws out a sex kick (because he expects you to chase after him), you do nothing, wait for him to land, and take advantage of the lag with shffld aerials/grabs/etc. If you can bait Luigi, you'll have plenty of opportunities to land hits. Just don't run at him point-blank range, because Luigi has better priorities/tilts/smashes than you do.

Also, be sure to use all of your moves. Mario's one of those characters where every single move is useful, and yes, that means d-tilt and down-angled f-tilt too. I didn't see many sex kicks (which should be your primary shffl'd aerial at most times), or d-airs (which are useful for its ridiculous priority). You can afford to be more aggressive when edgeguarding Luigi--don't be afraid to jump off. Every time Luigi gets off the stage, it should be a free stock for you. Fireballs especially **** him (interrupts his side-b), as does the cape and your standard off-the-stage b-airs/sex kicks.
 

Dr Peepee

Thanks for Everything <3
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BRoomer
Joined
Sep 29, 2007
Messages
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Location
Raleigh, North Carolina
Oh good Maelstrom, you're postin again. I was wonderin the best way to get inside of a Marth when they are on the offensive, or just sittin there waitin for you to run at them then get utilted or shieldgrabbed.
 

maelstrom218

Smash Lord
Joined
Apr 23, 2004
Messages
1,040
Location
Madison, WI
Ask for a second opinion on this, because my Smash knowledge is a bit old, but in general, you just want to run away as far as you can from the sword.

When Marth's extremely aggressive, there's really not that much you can do about it. Fireball deterrence is pretty useless and puts you in a dangerous spot unless he's on the other side of the stage. Mario doesn't have anything that can even remotely compete with Marth's massive disjointed hitbox. You basically HAVE to run.

When you're not running away directly, you're trying to get inside. You do that by dashdancing to bait certain laggier attacks (u-tilt sort of, f-smash, f-tilt, d-tilt) and taking advantage of that said attack with a quick shffl'd aerial. Or you can wavedashing back, or wavedash out-of-shield (great for shifting immediately from defense to offense, especially when you wavedash out-of-shield into a grab or d-smash). Spot-dodging is also handy if you can predict a Marth's grabs or f-smash. Selectively choosing when to roll can also throw off a Marth's rhythm, provided that you're smart about it.

You should try to mix in some offensive moves now and then, just to throw Marth off. . .obviously not a lot of it (because Mario is at a horrible disadvantage when it comes to offense), but it really is necessary in getting an idea of Marth's patterns. Wavedash forward + f-tilt, or wavejabbing, or limited shffl'd sex kicks and b-airs are good for this kind of stuff.

During this whole run-away and evasive maneuvering routine, the one thing you need to do is to look very carefully at how Marth responds to your evasiveness (or limited aggressive pokes). No Marth is 100% invulnerable; no matter how carefully the Marth sets up his offense, there WILL be holes. It's just your job to see where they are.

Standard openings are after Marth's f-smash (your biggest opportunity; definitely learn to get a feel as to when a Marth will pull out a f-smash), right in between his double-f-airs-in-one-short-hop (shielding the first one, the jump-cancelling into an u-air right before the second f-air comes out), during his f-airs (you can crouch-cancel the non-sweetspotted ones pretty well at low %s into a d-smash), missed grabs (try to see a grab pattern), etc.

Other Marth advice is to edgeguard aggressively (keep him off the stage no matter what), learn his sword range (the more familiar you are with it, the more formidable an evasive game you have), learn to DI properly (away from f-airs, behind his u-tilts, against f-smash, etc.) and avoid combo'ing (it doesn't work on Marth, ever).

The last part bears a bit of repeating, mostly because as Mario, you'll be tempted to go into u-airs and u-tilts and your standard bread-and-butter. Try combo'ing the Marth; if he lets you do it, great. Except, Marth can break out of any combo Mario dishes out with his f-air, so you're much better off playing it safe with limited 2-3 hit combos, and backing off.

Err. . .I think that may be it. . .if there's anything else I missed or got wrong, someone please jump in.
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
One thing you may have missed was that Marth can move almost immediately from dtilt, but other than that I guess you are right. I played a few good Marths recently, and the only hope I can find with them is to run in, force that jump backwards, then fake an attack to bait that Fair, then when he hits the ground it's fairly easy to run in and grab(he'll most likely shield, or at least to me he did most times) or go for an aerial that wouild potentially put you behind them to get out of shieldgrab range and maybe catch him if he WDs backwards anyway. Thanks for the input and tryin to add my own.
 

Paranormalsin

Smash Ace
Joined
Jul 9, 2007
Messages
998
Location
Springfield Ohio
so im starting to pick up mario. ive always used him but i have not ever taken him to a competetive level like i have my martha nd luigi. so i was watching shoguns vid and eggz, cape, green mario, and brown mario trying to figure out what i can do to take my mario to the next level.

what ive found is that i have a nasty habit with luigi to do Wd->Dsmash and it doesnt quite work the same with mario and im working on kicking that habit. (mostly due to the fact that my C-stick down doesnt work...wonder why? xD )
ive also found that fireballs dont hold me in air as long as the cape does for basically just turning myself around....what i like about the cape though is short hop with it to turn myself around is often more effective for me than firball but i always see eggz use just plain fireball so instinctivly, i wanna use fireballs now but cant quite get it. so on this topic can one of yous tell me how to use each one effectivly?

best wishes, and thanks =D []D [] []V [] []D [] []\[]
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
to do the fireball turnaround, you have to LIGHTLY push the direction you want to turn in, and then tap B to fireball.

Also, you should get a new controller, cuz WD Dsmash does work for Mario. Maybe not as much as Luigi, but it does work.
 

Paranormalsin

Smash Ace
Joined
Jul 9, 2007
Messages
998
Location
Springfield Ohio
hit me with the brick. in other words, any usefull things about it that make each one good for situations., i got the flashy stuff down. ie-wavedashing and etc coming from capes and fireballs

or, you can give me the short answer and tell me which one i should be using more because its better over all xD
 

mario-man

Smash Lord
Joined
Feb 6, 2007
Messages
1,840
well, the cape leaves you vulnerable unless you use it right. If you cape and it doesn't hit him, then they can WD in to a grab combo if they're fast enough.
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
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Location
Raleigh, North Carolina
Honestly, to me, FB is only good when you are pretty far away, or ,in Eggz's case, when you want to turn around in the air after a jump to edgehog/guard. Cape is better turnaround if you wanted to fake him out with a SH towards them but still not close enough for them to attack but still bait them, cape, then you could double jump Bair(usually want you wanna do) or if you aren't high enough in your jump you could still maybe get the Bair off the ground. Simply put, SH cape while closing in then Bair or double jump Bair. I don't know bout the whole c-stick WD Dsmash thing, I'll check it out. Hope this helps!
 

Paranormalsin

Smash Ace
Joined
Jul 9, 2007
Messages
998
Location
Springfield Ohio
cool so i have a general understanding of when to use them now im sure its been discused already but the U-B wall jump....is there any specific timing on that cause ive done it a couple times out of luck but wouldnt mind getting it down


oh, and thanks for the quick repsonses =D
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
I'll try to explain as best I can. First, you probly know this, but it can only be done on a few specific stages, most importantly Yoshi's Story. On Yoshi's, you have to be hugging the wall before you do your up-B. Then, at about the peak of the jump when his fist begins to go beside him again, that's when you press the complete opposite direction from the wall that you are facing. If you are on the right side facing left, then you push right, and vice versa. Anyone that can explain it better and more concisely probably should, I'm doin the best I can though.
 
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