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Q&A Ambitions as a Plumber; A Mario FAQ

Help!

Smash Journeyman
Joined
Aug 25, 2007
Messages
250
Location
Washington
Some of these posts seem to be wrong, so I'll start helping out.

Feel free to PM me if you guys have mario questions I'll answer em. I'll start by answering these posts on this page.

First of all I dont know anything about IC's since like no one plays em in washington. The only rule I know for sure is dont get grabbed. I guess Green Mario says use FAir and he's one of the people I watched to get inspired so probably listen to him.

@ ComboTurtle: In Eggz' match up thread he posts some of the chain grab info, but i'll help out i dont know all the data, but i do know a few and their range. Actually I'll post it later if your still interested it's kinda late. Tell me if you want it to cause i dont wanna take the time if your not even going to check up on it.

The Mario recovery thing is not a set thing although you do want to have a jump or a cape if you do the Down B otherwise it's kinda less beneficial. But you can mix and match it anyway you want as long as you either cape or jump after the down b. I'm not postive if the cape helps out too much though either i forget usually either up b or jump after it.

The cape can be used once and only once for recovery after the 2nd one either stalls or worsens the recovery. im not too sure which but you can use it to trick people into messing up their edge hogs.

you have to press b 12 times for max height if you wanna see if your doing it right go to Fountain of dreams and do it from flat you should be able to get to the top platform if you get the max height.

I have crappy grammar and typing abilities but there you guys go. If you have more questions just ask me.
 

Omni_Smash

Smash Apprentice
Joined
Sep 3, 2008
Messages
175
The cape is good multiple times for recovery... it's doc's that hampers it... the stalling properties of the cape are good for mind games.
 

Help!

Smash Journeyman
Joined
Aug 25, 2007
Messages
250
Location
Washington
yeah i never said it wasnt good for tricksies. But it's not GOOD for recovery. It hinders it after the 2nd for sure. It just stalls a bit still though but it wont help it. meaning it wont give you any more vertical or horizontal. The 2nd is pretty much the same as if you didnt cape, but you just stay in the air a bit longer i think im not positive.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Twelve is max height... but at what point do you break even? And is there a measure to breaking even, like... get to the top of Battlefield platforms?
 

Omni_Smash

Smash Apprentice
Joined
Sep 3, 2008
Messages
175
yeah i never said it wasnt good for tricksies. But it's not GOOD for recovery. It hinders it after the 2nd for sure. It just stalls a bit still though but it wont help it. meaning it wont give you any more vertical or horizontal. The 2nd is pretty much the same as if you didnt cape, but you just stay in the air a bit longer i think im not positive.
Gotcha :D :D
 

Help!

Smash Journeyman
Joined
Aug 25, 2007
Messages
250
Location
Washington
Gotcha :D :D
-_-

and to the guy that's trying to break even I think it's like 6 times or something i'd imagine you could go into training and try to figure it out. or just jump in the air and do it casue it's very easy to see if your getting teh even point by being at the same height when you do it...
 

Dogysamich

The Designated Hype Man!
BRoomer
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Messages
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Warner Robins, Georgia
breaking even? I dunno.

But to see if you're getting any height, go to FD and tornado off the ground. Try to double jump afterwards. If you DJ, profit. If not, manup.


_____

Mario vs ICs.

Dont land in front of them. If you want to, approach with f.airs to push them out (so they cant shield grab you).

You have to watch out for all sorts of desync setups (ice block chaser, desync blizzard, etc etc). Basically, if you see a spotdodge, roll, emptygrab, some planned dash dancing, etc etc, get ready for anything.

Watch for double shield tricks (lightshield + shield). That can really jack your l-cancel timing and get you grabbed.

If you can ever get a grab in, you generally want to immediately throw so that you split them both up. Afterwards, go beat the living **** out of whichever one is closest to you. If it's nana, make sure to watch your opponent so you dont get ***** while trying to kill nana.

Spacing fireballs is important. Very impotant. If you misspace, you can get beat by stuff like iceblock chaser.

If you want to come in behind a fireball and stop a jumpout, know that ICs can stop FH d.air (with their u.air) and like always, you just have to watch out if you want to u.air.

Edgeguarding? B.air + f.smash.

Beyond that, watch for the textbook stuff, wavedash shenanigans, zoning with aerials (IC u.air and b.air are nasty zoning tools), etc, etc.

___

Mario's cape.

In one jump, 1st one gives you lift, second one stalls you, anything beyond that isnt helping the siutation.
 

Dogysamich

The Designated Hype Man!
BRoomer
Joined
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Messages
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Good recovery with mario?

Tornado -> cape -> doublejump/cape -> doublejump/cape -> upb/airdodge.


You could wait to tornado before you up+b, to move somebody off the ledge, but good people just punish that ****.
 

Omni_Smash

Smash Apprentice
Joined
Sep 3, 2008
Messages
175
lulz,

Anyways I've been fooling around on YS and watching Scar's vids... don't ask why, and I thought to myself "Why can't mario do that?"

Then I attempted to scar jump with Mario, use (back)C-stick to let go then wall jump and DJ back onto stage... it was interesting it seems to work very well with Bair, Upair and Nair. Any thought on this?
 

halcyon.days

Smash Journeyman
Joined
Feb 5, 2008
Messages
485
Location
Edmonton, Alberta
I used to be a Marth main, and needless to say Mario's grab range is ****.

I was wondering if it would just be better to boost-grab when I'm running as opposed to JC grab. It gives you more range, doesn't it?
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Supposedly, yeah. I dunno if it does with Mario, though. Keep in mind that it'll be a slower grab, though.
 

ICEDTEA1325

Smash Apprentice
Joined
Sep 3, 2007
Messages
182
Location
Hopewell Jct. New York
hey how do you do the wall jump out of up b? i figure you up b then wall jump with control stick but i can't seem to do it. is it like samus's superwave dash(the frames)?
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
You have to ride up a flat surface then tap away at the top of the Super Jump Punch. Best on Yoshi's Story, doable on Final Destination, dunno about the rest, but I'm sure there're some you can do.
 

LUCUS11

Smash Rookie
Joined
Jan 12, 2009
Messages
12
Location
NYC
Hello. I also main with Mario and D.MArio. Anyway I wanted to know how viable a Shffl b-air is as opposed to something like shffl f-air with a combo u-grab followed by a u-smash. I use nair for its power but in terms of racking up damage I have problems as to what to do. Mario needs to be so close to the enemy to attack and that puts him at a disadvantage. I hear d.mario's bair is stronger the longer it is out. But I want to know some other moves since using only bair will weaken it over time.
 

HiIH

Smash Lord
Joined
Dec 20, 2007
Messages
1,036
Location
Atlanta, Ga
SHBAWL, Lucus?

Hey guys, quick question. 0%, Dthrowing a floaty. Usmash, or utilt? I've recently started Usmashing and been pretty happy with the results. Also, is Uthrow better than a Dthrow at that percentage (on say Marth or Peach?)
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Lucus, I have no idea what you're talking about. Bair doesn't really combo that well into anything, though you can force it through if you really want to. Doc's nair is stronger the longer it's out, but the bair is kinda one shot so it doesn't really get strong or weaker. I guess the initial hitbox is stronger than the rest but I'm not sure if that counts.

HiIH, I dunno, if you can follow up fast enough on the usmash, why not? I don't think the uthrow is worth it, since you can always just utilt or usmash them higher until you feel comfortable enough to start the uairs.
 

jwkirby64

Smash Journeyman
Joined
Sep 6, 2007
Messages
241
Location
K-Town, LA, CA
up smash has a bit of start of lag and takes longer to finish than up tilt
but up smash does double of the tilt damage and comboes just as well

i prefer up smash, but tilts may give you more time to follow up
 

bahamutz69

Smash Journeyman
Joined
Oct 5, 2008
Messages
342
Location
Oakland, CA
my bad for not reading above
if this has been said

but whats the best area of the hitbox to hit with for a uair?
to start a "uair blind"
?
 

Shök

Smash Champion
Joined
Jun 24, 2007
Messages
2,251
Sorry if this has been asked already but I don't wanna look through all 60 pages.

I've seen this done a couple of times and I can't seem to figure it out.

http://www.youtube.com/watch?v=pwKIAMZm3wQ In this vid of Shroomed vs P at 2:25 shroomed up+b's then walljumps and up bs again. How do I do this?
Its very simple actually.

Its easier done on straight walls.

Yoshi's Story, the bottom of Fountain of Dreams.

All you have to do is up-B on the on the straight wall, then at the very tip of your up-B, tap the control stick to the opposite side.

It requires good timing.
 

KAOSTAR

the Ascended One
Joined
May 20, 2008
Messages
8,084
Location
The Wash: Lake City
I used to be a Marth main, and needless to say Mario's grab range is ****.

I was wondering if it would just be better to boost-grab when I'm running as opposed to JC grab. It gives you more range, doesn't it?
I could be making a mistake in answering this but generally boost grabs arent as good. They often have a weird range and dont come out right away. WD and tap to grab is better. and mario slides alittle so a jcg is pretty good
 

Dogysamich

The Designated Hype Man!
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Mario doesnt boost grab, he grunt grabs.

Sheik boost grabs because she gets an actual speed burst from her dash attack, which is where her boost comes from. Mario does not get anything from his dash, so he cant boost.

However, mario ALWAYS makes a sound when he does a dash attack, so he has a grunt grab. The only thing that sucks about grunt grabbing is that it only fools people with above-average reactions and they have to react to sound.

"That's a real small criteria." Exactly.
 

KAOSTAR

the Ascended One
Joined
May 20, 2008
Messages
8,084
Location
The Wash: Lake City
Mario doesnt boost grab, he grunt grabs.

Sheik boost grabs because she gets an actual speed burst from her dash attack, which is where her boost comes from. Mario does not get anything from his dash, so he cant boost.

However, mario ALWAYS makes a sound when he does a dash attack, so he has a grunt grab. The only thing that sucks about grunt grabbing is that it only fools people with above-average reactions and they have to react to sound.

"That's a real small criteria." Exactly.
Haha well I just assumed that they were equivalent and the words interchangeable.

In Brawl, which I dont like, that technique is called a boost grab because you still get to keep momentum for when you grab. Its the melee equiv to a jc grab.

However the same mechanism works in Melee. This is called the -dash attack cancel grab- Depending on the momentum change from the dash attack, the grab range is increased(general rule). Generally the character makes the dash attack sound and then grabs.

As far as I know, boost grabs are from Brawl and grunt grabs Ive never heard of lol. But he does grunt and I can see the mindgame that may cause them to shield and get grabbed.

The term is dash attack cancel grab and depending on the character, the range of the grab is different.
 

Dogysamich

The Designated Hype Man!
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lunge/boost grab and grunt grabs are old terms that just never caught on. Sheik is the only character that REALLY gets a boost from her grab; and grunt grabbing is, like I said, so situational it's not even fun.

It's not like the concept was magically created in brawl.
 

KAOSTAR

the Ascended One
Joined
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Messages
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Location
The Wash: Lake City
lunge/boost grab and grunt grabs are old terms that just never caught on. Sheik is the only character that REALLY gets a boost from her grab; and grunt grabbing is, like I said, so situational it's not even fun.

It's not like the concept was magically created in brawl.
Welll yea. I just meant that on all the term faqs and **** they have the dash attack cancel grab and brawl players seem to use the term boost grabbing.

Yea the concept is old I just meant the terms lol. I completely understand what you are saying about the diff between sheik and mario and even m2 lol.

He actually loses all momentum when he does it and grunts as well. But some say that the grab range is bigger. I kinda like it in a sense that I dont run into **** but they can still slide into my grab. :)
 

Dogysamich

The Designated Hype Man!
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Messages
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The range is bigger. Running grabs generally have more range than JC grabs, that's a fact.

The problem is that running grabs have slower startup and longer cooldown frames, which is why they're usually not used.

So yeah, it having more range is a fact.
 
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