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Q&A Ambitions as a Plumber; A Mario FAQ

A2ZOMG

Smash Legend
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A2ZOMG
Switch FC
SW 8400 1713 9427
Vs Fox for me is get the grab, chaingrab, and attempt to edgeguard. If he survives that, go for more grabs and then focus on landing Smashes out of them (D-smash to get him offstage, F-smash and U-smash for KOs at around 110 or 140 respectively). Against characters with shorter range like Fox, keep in mind that SHFFLed U-air is a good spacer against them.

Vs Marth really tests how well you know how to space tilts/F-smash and WD out of shield (the latter is totally necessary to master to punish Marth's Smashes and tilts). Once you get in assuming he's at 0, it's basically D-throw -> U-tiltx2 -> U-air blind, and then edgeguarding him with B-air (one good hit offstage usually gimps him especially if he's out of jumps). And I personally think that crouching under Marth's aerials is an extremely underused strategy, since it's a way of landing F-smash in this matchup.
 

A2ZOMG

Smash Legend
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A2ZOMG
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You really should only use Jab -> Grab to surprise your opponent (say after WDing to get in range). Actually comboing into Jab, then grabbing adds the risk of getting crouch canceled against good opponents.

At low percents though, Jab3 -> F-smash is a VERY good mixup. Especially if it pushes your opponent outside of CC punish range, and they're still crouching as you F-smash them. And to top off how good this mixup is, F-smash is safe on block.
 

A2ZOMG

Smash Legend
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A2ZOMG
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Besides the fundamentals:

retreat B-air (bonus points for wavelanding), retreat F-tilt, crouch or retreating F-smash, Cape, anti-air U-tilt, Up-B OOS, Fullhop D-air

A lot of Mario's stuff is honestly really good for defense. I think the two defensive options that need to be used more by everyone are Cape and crouching F-smash. Cape is decent for spacing and also pretty good on shield due to turning them around. Crouching F-smash mostly just needs to be used against Marth, but it can be really really good at punishing spacing mistakes since ducking under an aerial is quite possibly the most powerful way of avoiding them.
 

M@1funk$hun

Smash Ace
Joined
Nov 14, 2009
Messages
759
Location
WHB, Long Island
I've been experimenting with wd back ftilt
it's meh, but it's a great mixup
If you're read out of doing that though, you're done
there are just so many things that can beat that move lol
 

A2ZOMG

Smash Legend
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A2ZOMG
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SH B-air doesn't combo into anything...unless you're Mango and SH B-air someone near the edge and then D-smash them before they grab the ledge. Your best bet for followup after B-air at low percent is just grabbing and hope they don't like Jab or D-smash you out of it.

Alternatively on really really floaty characters, B-air -> waveland -> B-air works at mid percents. Not a true combo, but it generally is going to hit them.
 

A2ZOMG

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Marth makes your life miserable until you learn to wavedash out of shield and crouch cancel. Edgeteching and learning how to DI vs him also help a lot.

After you learn to avoid his ****, then beat him up with your combos and juggles. You juggle him with D-throw and U-tilt quite well, and there is a certain percent range where he's pretty easy to U-air combo. I personally go for D-throw -> U-tilt a lot against Marth when he's from 0-20, and then try to follow up with U-air juggles. After he's around 70%, you want to focus on getting him offstage and gimping him with B-air.

An extremely underused tactic against Marth is crouching and F-smashing. This is a good way of keeping Marth's aerial spacing in check. He has to space very carefully when you crouch since a whiff on your reduced hitbox is a free punish. Try to find opportunities to bait Marth into this situation after juggling him.
 

A2ZOMG

Smash Legend
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A2ZOMG
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Getting inside is mainly about WD oos and crouch cancels. And the occasional shenanigans with F-smash.
 

M@1funk$hun

Smash Ace
Joined
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you mean wave dash with R but WD oos with L
yeah I do that
like I shield with R, so I made it a habit to simply use the L trigger for a different maneuver
 

M@1funk$hun

Smash Ace
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I'd like to discuss getting grabs off on Spacies. If the particular spanimal you're playing isn't very technical, but very smart, they're probably going to shine you before you can get that grab in

so how do you guys get a grab in?
 

condemned_soul

Smash Champion
Joined
May 10, 2007
Messages
2,100
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detroit MI
jabs work really well for grabs especially out of aerials

shffl fair

dash dance works if your on the offense or they think they know your mindgames

wavedashing back and forth helps tech chasing since they seem to like to go the opposite way of where you are going (dash attack works for this to)

at mid high damages you can full a Uair>grab if you shffl the Uair

shield grabbing works but dont make a habit of it because its a spacie and i think thats should speak for itself lol

jab resets and fireball resets work

mindgames are the key to grabs unless the person does not know how to play against mario then that just makes mindgames fun. dont be afraid to be a cheap because there going to be a time where everyone gets dirty.
 

M@1funk$hun

Smash Ace
Joined
Nov 14, 2009
Messages
759
Location
WHB, Long Island
yeah I like to use the WD back n forth idea because they get confused by it easily. main reason I started it is because luigi players do it and since we have a pretty good wavedash, it works out pretty well

lol at the shield grabbing thing
learned that one the hard way
 

StealthyGunnar

Smash Champion
Joined
Jul 22, 2009
Messages
2,137
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West St. Paul, MN
i like to mix up dashing back and wding to see maybe if i can bait them into an fmash and ill get an easy grab. like say i killed them and theyre coming back. id do seomthing like this:

wd away>dash back>dash away>wd towards (hopefully i bait them here and they like fmash or something)>dash back>dash toward>grab. the last dash toward isnt needed. in fact this whole thing is just theoretical but w/e.
 
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