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Balls & Cape

Doomgaze

Smash Apprentice
Joined
Jun 22, 2007
Messages
195
Location
Sweden, Stockholm
First off, Mario's balls are much better.

This time you can actually short hop a fireball while DI:ing quite a distance forward or backward . This opens up a variety of strategies using FBs. Also they don't nearly lag as much as in melee. With the exception of their relatively low trajectory, I'd say they are a much better approach move than the pills were.

For instance you can short hop DI forward fireballs. If your opponent jumps/shields/rolls et.c. you can act accordingly. Like move into a jab, grab, ftilt and so on. Pretty much like Falco's old SHL, except with not as much stun time.

Or you can move in and out of his range, racking up damage (given he doesnt have a good projectile himself or anti-projectile). If you fireball him and he reflects, it will usually reflect below your position (since you are in the air), which is nice. Or you can just cape it back should you be grounded.

Speaking of the cape. It seems to be a bit harder to hit the opponent with but it has some really strange attributes. Like for instance if you cape their jumps they go at a much higher distance, just like they did in melee. Since jumps are slower this time around it means they get set uped for continous Uairs.

I've also used the cape on recovering opponents with various results. Sometimes they just fly off (Marth in particular) and die. Somewhat useful if you suspect he will counter your jump edge guard.

Oh and the cape still stalls in the air so it's apperently still a good recovery move.

Alright then we have the fluff which I guess most of you already knew was useless. I'd say currently, it's very situational AT BEST. But since Mario's recovery game is improved a lot, the old tornado isn't needed for this purpose so it shouldn't be such a big concern (especially when pretty much most moves are buffed including Dair).

I think Mario has the potential to be higher than mid this time =)

What do you guys think?
 

limitbreak

Smash Ace
Joined
Aug 25, 2007
Messages
654
Location
NY
I think hell fit in right where he usually does. Not too high, not too low. But that isnt going to stop him from owning.
 

fazares

Smash Apprentice
Joined
Jan 31, 2008
Messages
185
he will be higher ,trust me...go check the tread i posted above...:-9
 

Doomgaze

Smash Apprentice
Joined
Jun 22, 2007
Messages
195
Location
Sweden, Stockholm
he will be higher ,trust me...go check the tread i posted above...:-9
I've read that thread but I want to emphasize a discussion regarding his new found approach game or "potential" approach game, as well as his edge guarding capabilities, in which I believe the cape and balls are both key factors.

Edit: I also believe Mario will be higher than previously, due to the impression that most returners have been nerfed and Mario clearly hasn't.
 

fazares

Smash Apprentice
Joined
Jan 31, 2008
Messages
185
ur impression is pretty accurate...thats obvious...though i find mario improved ko potential as interesting if not more....-)
 

fazares

Smash Apprentice
Joined
Jan 31, 2008
Messages
185
whereas in ssbm he was similiar to sonic...his only decent ko move was his sweetspotted f-smash
 

smashbro29

Smash Champion
Joined
Oct 9, 2007
Messages
2,470
Location
Brooklyn,NY,USA
NNID
Smashbro29
3DS FC
2724-0750-5127
interesting i used the cape a lot good to know the fireballs have good use thanks
 

Psydon

Smash Journeyman
Joined
Aug 5, 2007
Messages
311
First off, Mario's balls are much better.

This time you can actually short hop a fireball while DI:ing quite a distance forward or backward . This opens up a variety of strategies using FBs. Also they don't nearly lag as much as in melee. With the exception of their relatively low trajectory, I'd say they are a much better approach move than the pills were.

For instance you can short hop DI forward fireballs. If your opponent jumps/shields/rolls et.c. you can act accordingly. Like move into a jab, grab, ftilt and so on. Pretty much like Falco's old SHL, except with not as much stun time.

Or you can move in and out of his range, racking up damage (given he doesnt have a good projectile himself or anti-projectile). If you fireball him and he reflects, it will usually reflect below your position (since you are in the air), which is nice. Or you can just cape it back should you be grounded.

Speaking of the cape. It seems to be a bit harder to hit the opponent with but it has some really strange attributes. Like for instance if you cape their jumps they go at a much higher distance, just like they did in melee. Since jumps are slower this time around it means they get set uped for continous Uairs.

I've also used the cape on recovering opponents with various results. Sometimes they just fly off (Marth in particular) and die. Somewhat useful if you suspect he will counter your jump edge guard.

Oh and the cape still stalls in the air so it's apperently still a good recovery move.

Alright then we have the fluff which I guess most of you already knew was useless. I'd say currently, it's very situational AT BEST. But since Mario's recovery game is improved a lot, the old tornado isn't needed for this purpose so it shouldn't be such a big concern (especially when pretty much most moves are buffed including Dair).

I think Mario has the potential to be higher than mid this time =)

What do you guys think?
From what you've said, the fireballs are certainly a better approach for Mario, but from what I've seen they still lack any form of effective ground stun (via either truly stunning them or having knockback). Of course, if they fire faster and offer good DI, then they give Mario some decent ranged stalling capability (moving in and out of range blasting fireballs, like you said). It's also the perfect thing to throw in the midst of attacks when you don't have anything else to do.

The problem, of course, is that they can't lead into combos because of their stun, like SHL.

Do the fireballs still offer their airstun effect?

I read somewhere on this site that in Melee if you spammed fireballs while falling back to the stage you'd move further horizontally. Is that true? And if so, do the fireballs still do that?
 

fazares

Smash Apprentice
Joined
Jan 31, 2008
Messages
185
^^^^fireballs have a better stun this time and they come out faster....think of ssb64 mario fireballs...
 
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