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Cape is essential the best its ever been in Melee it turns around jumpers and shielders leading into Punch Combos or aerials

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Cape is amazing in Melee
Try to use it in every match
Cape in the air is just like an aerial
These moves deal so much damage like another projectile
SH Double aerials mostly cape
Cape->N-air
Cape->Grab
Cape->B-air
Cape->U-air
U-air-N-air
Caping is better than grabbing in priority as mario because of the range.
Grabbing is For move damage reset with pummelling and gettin 12%-18% when the opponent attacks at close range ususally on the ground
Fireballs are a good projectile with b-sticking you can increase mario's mobility in the air and combined with cape and up-special
Backflip SH RAR&B-stick Fireball->Wavedash (Grab//U-tilt lock/F-smash/UP-B-OOShield) at no damage U-tilt->SH=Cape->Nair->D-smash low damage gives mario more evasiveness in the air
Punch->N-air works like captain falcon's gentleman in speed.
SHFFL-Fair->(Cape through plaftform->WL OOS/WL-Up-special/shield grab/WL-U-tilt/Punches->/Platform cancel N-air->(Up-angled-F-Smash earliest on platform especially charged)
Blind SH Blind U-air gets past shine/Super jump Punch gets past up-smash(watch fox's tail to predict)
10 frame dash attack weak hit is best in this game in speed so mario can dash faster into Up-smash
Punch Punch (crouch cancel f-tilt/d-smash)or(Wavedash Up-special) can work on fast characters


D-throw->F-smash up-angled for more knockbaack
sheik/Jiggs/Marth Fountain of Dreams/Battlefield/Final destination
Fox/falco/Captain Falcon Yoshi's story/Fountain of dreams/Dreamland
Counter Pick Pokemon stadium


Counter Pick Pokemon stadium
 
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The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Wave-Shine-Grab loses to 12Cape->4Up-tilt/5D-smash
D-smash beats shine if you are faster than the fox
jump takes 4 out of shine 6 no visible shine frames shine takes airdodge takes 4 frames shine 1 frame grab takes 7frames
WLWB-(Cape->Up-tilt)/D-smash/Up-Special/Up-tilt on the end of your aerial strings means you won't get shined if you catch the WD
If it's too late For cape You have Dash attack and IASADROP-FF-Blind(U/N)-air which works best on fountain of dreams and leads into B-air cancel RAR D-smash which is mario's fast rangy move in melee.
 
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The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Recovery
Waveland is really helpful here though the higher marios current airspeed usually gained with WBounce B/U-Aerials or pills the farther horizontal distance
Down special and Cape lower horizontal movement but cape is helpful for vertical height perfectly timed on a jump or stalling
LR Up-special provides slightly more recovery helpful against ledge hoggers
The ideal recovery with Dr. Mario and Mario is to DI up and towards the stage and then try to recover by establishing the most horizontal air speed the mario can get to.
Mario also has a Pivot on his projectile which can be used to recover after achieving enough horizontal momentum from high up this allows him to Reverse WB a projectile and get mixup to recovery. However he has to save his jump so the Wavebounce has to be preformed on up special after an combined with WB-aerial for aerial followed by 2-pill full jumps. One reverse WB one pivot for horizontal recovery and instantly followed with up-special

Also note about fox choice of Ledge invincible Up-smash or B-air from ledge fox requires a crouched DI-UP U-smash shielding does not work unless you wait. It's better to frame perfect WD punch/ frame perfect Blind U-air/Blind D-smash then if you space it right. Both Mario can also shorthop FF over lasers watching lasers lag based on the sound and choosing whether or not to shield. You also wan to dash into high knockback moves and DI up for air speed and knockback.
 
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