Boss (
all Mario mains too),
what's your opinion about
Mario's F.L.U.D.D.? Mainly, how do you
utilize this special while brawling?
Personally, my reasons for using F.L.U.D.D. are:
1.
F.L.U.D.D. Induced Hit Lag (
FIHL): Lagging airborne opponent(s) which can lead to punishing your opponent's whiff(s).
2. Spacing (GTFB move): When I find myself
not thinking (
& reacting)
effectively,
F.L.U.D.D. saves the day by giving me the elbow room I need to reset.
3. Mind games AKA
****ing With Your Head (
FWYH): One of my occasional random moves I use to
mainly condition my opponent(s) to think a certain way.
Some other great useful baits (traps) are:
1. Rolling around your opponent(s): Conditions them to become prepared for rolling punishes. How to counter this?
Air them because smashers are less likely to punish rollers with airs. Think outside the box before you hit it but creative with how you punish their "punish". I believe there's good rolling opposed to rolling being thought of as a bad habit.
2. Spot dodging (in place): Conditions them to become prepared for spot dodging punishes. How to counter this?
Wait. They'll most likely charge a smash (high percents) or attempt to set you up (low percents) by jabbing, tilting or airing for early knockouts.
3. Dash Dancing (spaced correctly):
Confuses the **** out of them during a match. Conditions them to become prepared for running approach. How to counter this? Even though you're limited when you run, you still have a number of good options.
Here are some great running options:
1. Jump-Stops run but
you're vulnerable to ANTi-airs (get it?)
Air approaches!
Here are some of my b-air approaches while running with
Mario. (Short hop (SH)>RAR, Ran past opponent (if afraid to get hit)>RAR, Full hop (FH)>RAR, FH over opponent (if afraid to get hit)>b-air, SH (fast fall (FF))>b-air>whatever you want (I highly recommend jab-cancel (low risk for being punished)), SH (over opponent) FF>b-air>whatever you want (again), SH>
Cape (away if they shield (afraid to get hit))>FF b-air>whatever you want, SH>
Cape (to them if they
ANTi-air you, projectile or wait there>
mid air jump or
double jump (
MAJ or
DJ) over them>FF b-air...I can do this all day...
...mind you......this is not even all of the approaches
Mario's capable of doing with
just b-air.
2. Shield-Stops run but
you're vulnerable to grabs (don't forget about your OoS options!
)
3. Pivot-Stops run but leaves
you're vulnerable for a few frames. You can bait with running back & forth for those who didn't know. Example: Run (stay out of their personal space)>pivot>run towards them again>pivot (let's say they whiff an attack)>run inside their personal space>d-air>u-air stringing isn't a bad start.
4. Special-stops run but
you'll be in a world of hurt if your opponent(s) reads you (become predictable).
5.
Quick Dash Attack (
QDA) or Dash Attack in general-capable of leading to effective strings but
be sure not to whiff.
*Back to baits*
4. Empty jumping (closing in on openings): Empty jumping alone can open up many doors for you. Mainly, spectate how your opponent responds to your jumping. Be sure not to make jumping (short hopping or full)
become a habit as
you will get punished for stupidity.
5. Walking (creating your own tempo): Simply by walking you can change the pace of a match. You can walk not only to avoid tripping but
create air openings. What I mean is setting up a future juggle (u-air or b-air stringing perhaps...whatever you want...) on your opponent(s). You're
100% safe when you walk but be
sure to know when its time to run.
*Back to F.L.U.D.D.*
4. Recovering (
saving your
Cape & mid air jump or double jump): You can
F.L.U.D.D. back to safety
without fast falling if you hold down on your control stick
before you reach the apex of your jump or
if you cape (& hold down on your control stick)
before you exit the last few frames of Cape.
IMO,
F.L.U.D.D. towards your opponent(s) if they decide to become aggressive (
aggro) while your offstage attempting to recover. This will re-position them more favorable to you. You can also
F.L.U.D.D. towards the stage (but
away from them) if they decide to become patient (mainly because they're planning to punish whatever you're about to do) while attempting to recover. Being that your back is turned, you're capable of even more options (b-air? For spacing) not to forget you still have your mid air jump & Cape to bait edge-hogs.
5. Pressuring opponent(s) (Making it rain on them (literally)): Have you ever attempted to pressure your opponent(s) with
F.L.U.D.D.?
PAY CLOSE ATTENTION TO THEIR REACTIONS! Mainly, its an excellent tool to put your opponent(s) in panic mode. I'll give examples later. Try it if you think otherwise, I
dare you to do so.
Thanks for your time
Mario boards. Another wall of text...I'm trying to make it
shorter,
simpler &
stronger but
there's so much to know (& learn) about Mario Enlighten me if you feel otherwise (interested in hearing all views).