DunnoBro
The Free-est
I'm sure there was and is talk about how fludd can aid in kill set-ups and neutral due to the OoS options available to mario while in it. I think I've taken a new look at it and want to try rationally explaining the applications I believe are there.
Neutral:
Depending on opponent percent, your rage, and the character's gravity/fall speed, it seems like even extremely lightly charged fludds can provide the decent to superb frontal coverage mario so desperately needs.
Contrary to what you might think, I believe a fully charged fludd in neutral is awful and should be avoided. Full fludd is good for gimping but bad for general bad situations since it just sends them too far and makes it easy for them to react to your movements. Ideally, you want them to just be barely above the ground or ledge.
This makes landing awkward for most characters and if they jump and you keep fludding they can die, or if they try to land you have killing options too still. Which is why uncharged fludd is so important.
Your best neutral options with fludd are your normal neutral options really. SH fireball, nair, dair. Bair if you're facing that way, though in my experience fludd fills the stuffing role of bair.
In general, you want to cancel fludd with shield asap if the opponent isn't approaching at that very moment. If they are, you try stuffing with fludd. Otherwise, jump OOS with an aerial or fireball. Maybe SJP if you need a panic button though I don't see the use except maybe for a guaranteed punish.
You can also roll or grab
Kill set-ups:
This mainly applies on their ledge get-ups or by the ledge in general. Your options are as follows
1: Punish landing aerials or opponents trying to get over you by Canceling Fludd with shield jump canceled usmash.
1a: Disjoints like cloud and rosalina's landing aerials need to be shielded and dsmashed (It's more reliable than grabbing and kills better here).
2: Punish opponents too high for usmash with either sh uair or fh uair. You will need a double stick method to do this consistently but it DOES true combo into kill combos. (Uair > Dair and Uair > Uair > Upb) Just recognize you have to connect the upair while rising, not near the apex of your jump. Hence why double sticking is so important.
3: Punish opponents even higher with double jump uair, it won't kill until late but it's something. If they air dodge, punish with fludd again. If they ledge jumped, if you get them off you can kill them since they still haven't been hit or landed.
4: If they are about to grab the ledge, fludd again to try to keep them from grabbing too quickly. If they try to recover again too soon, not realizing they can't sweetspot yet due to technically being hit by fludd, fludd them again. Be prepared to cape for good measure. Dash attack, and ftilt are also very helpful tools.
Ledge set-ups:
I'm still working on this, but I think I got a pretty good flowchart now.
Set-up Start: Position yourself just in front of the roll spawn point and start charging fludd. Whenever you see the opponent's model move, you can let go of fludd.
Fludd does cover all options except the hang. Or it can. (Depending on the charge and how much fludd pushes you back, it can get roll too. It doesn't actually need you to be in front of the roll point though for some reason)
The opponent can also buffer shield on standard get-up. But you can still kill them off that, which I'll go into when I get more specific.
Overall, these are just really good positions. Especially at lower percents, but at kill percents you need to start making reads.
Ledge Jump: To be honest, I think you can keep doing the same thing to punish this in most mus until kill percent since they HAVE to land or regrab. So don't worry too much.
Edit: Actually, whenever the opponent is around this point I think SJP is the best option since you get to grab the ledge. It doesn't kill but it sets up for a really nice edgeguard with a fludd charge if they have no jump. You can pretty much follow most characters down for bair walls, try to drag them down with dair, and then try to stage spike with SJP. Very ideal and universal edgeguard set-up.
Ledge Roll: When charging fludd, cancel with a charged usmash.
Standard get-up + Buffered shield: Once the opponent starts making a habit of this, buffer roll once you see them standard get-up while you were charging fludd. If they buffered shield, you should be able to get your ledge bthrow or ledge dthrow combos if bthrow isn't killing yet.
Edit: Actually, I believe it's as simple as a 50/50. Instead of backrolling, decide between a pivot grab or a usmash. Usmash covers roll, jump, and other oos options due to invincibility and pivot grab covers shield. At lower percents you can just sh/fh (depending on char height) uair instead of usmash. And remember, mario's dthrow combos better while facing into the stage too. So with his pivot slide, even if you think your combos are gone with bad di for bthrow and ledge dthrow mechanics you may have some kill confirms. I'll look into this more in-depth.
Ledge hang: If they hung while you fludded, a buffered dash attack can still get them due to no invincibility unless they rolled. It won't kill them but it's something. Next time they're around the ledge at kill percent, sh fire ball over the ledge and cape into the ledge for a trump. It's very quick, and even if you don't get the trump the fireball and keep them offstage for you.
Furthermore, unless they rolled again a rising ledge uair can kill confirm on their ledge jump and standard get-up. (It's the aforementioned rising uair confirms)
Though, it's kind of hard to get the rising uair on some shorter standard get-ups so you should probably space a dair behind them for a bthrow frame trap regardless of if they shield or not.
Misc:
To avoid getting projectile stuffed, throw out sh cape from fludd charge every now and then. Buffer dair just because you get a nice landing hitbox that true combos into grab or fsmash if cape hit because their di got screwed by cape.
(As stated earlier, this is pretty much only feasible with a shoulder jump)
IMPORTANT: ANGLE FLUDD UPWARD, NOT DOWN. You want them as high as possible, taking longer to land/grab the ledge.
Also charge it as little as possible. You want them close enough to follow up. It should be able to just barely push people off the ledge and that's it. Spam this small charge until they burn their jump or take another punishable option
Neutral:
Depending on opponent percent, your rage, and the character's gravity/fall speed, it seems like even extremely lightly charged fludds can provide the decent to superb frontal coverage mario so desperately needs.
Contrary to what you might think, I believe a fully charged fludd in neutral is awful and should be avoided. Full fludd is good for gimping but bad for general bad situations since it just sends them too far and makes it easy for them to react to your movements. Ideally, you want them to just be barely above the ground or ledge.
This makes landing awkward for most characters and if they jump and you keep fludding they can die, or if they try to land you have killing options too still. Which is why uncharged fludd is so important.
Your best neutral options with fludd are your normal neutral options really. SH fireball, nair, dair. Bair if you're facing that way, though in my experience fludd fills the stuffing role of bair.
In general, you want to cancel fludd with shield asap if the opponent isn't approaching at that very moment. If they are, you try stuffing with fludd. Otherwise, jump OOS with an aerial or fireball. Maybe SJP if you need a panic button though I don't see the use except maybe for a guaranteed punish.
You can also roll or grab
Kill set-ups:
This mainly applies on their ledge get-ups or by the ledge in general. Your options are as follows
1: Punish landing aerials or opponents trying to get over you by Canceling Fludd with shield jump canceled usmash.
1a: Disjoints like cloud and rosalina's landing aerials need to be shielded and dsmashed (It's more reliable than grabbing and kills better here).
2: Punish opponents too high for usmash with either sh uair or fh uair. You will need a double stick method to do this consistently but it DOES true combo into kill combos. (Uair > Dair and Uair > Uair > Upb) Just recognize you have to connect the upair while rising, not near the apex of your jump. Hence why double sticking is so important.
3: Punish opponents even higher with double jump uair, it won't kill until late but it's something. If they air dodge, punish with fludd again. If they ledge jumped, if you get them off you can kill them since they still haven't been hit or landed.
4: If they are about to grab the ledge, fludd again to try to keep them from grabbing too quickly. If they try to recover again too soon, not realizing they can't sweetspot yet due to technically being hit by fludd, fludd them again. Be prepared to cape for good measure. Dash attack, and ftilt are also very helpful tools.
Ledge set-ups:
I'm still working on this, but I think I got a pretty good flowchart now.
Set-up Start: Position yourself just in front of the roll spawn point and start charging fludd. Whenever you see the opponent's model move, you can let go of fludd.
Fludd does cover all options except the hang. Or it can. (Depending on the charge and how much fludd pushes you back, it can get roll too. It doesn't actually need you to be in front of the roll point though for some reason)
The opponent can also buffer shield on standard get-up. But you can still kill them off that, which I'll go into when I get more specific.
Overall, these are just really good positions. Especially at lower percents, but at kill percents you need to start making reads.
Ledge Jump: To be honest, I think you can keep doing the same thing to punish this in most mus until kill percent since they HAVE to land or regrab. So don't worry too much.
Edit: Actually, whenever the opponent is around this point I think SJP is the best option since you get to grab the ledge. It doesn't kill but it sets up for a really nice edgeguard with a fludd charge if they have no jump. You can pretty much follow most characters down for bair walls, try to drag them down with dair, and then try to stage spike with SJP. Very ideal and universal edgeguard set-up.
Ledge Roll: When charging fludd, cancel with a charged usmash.
Standard get-up + Buffered shield: Once the opponent starts making a habit of this, buffer roll once you see them standard get-up while you were charging fludd. If they buffered shield, you should be able to get your ledge bthrow or ledge dthrow combos if bthrow isn't killing yet.
Edit: Actually, I believe it's as simple as a 50/50. Instead of backrolling, decide between a pivot grab or a usmash. Usmash covers roll, jump, and other oos options due to invincibility and pivot grab covers shield. At lower percents you can just sh/fh (depending on char height) uair instead of usmash. And remember, mario's dthrow combos better while facing into the stage too. So with his pivot slide, even if you think your combos are gone with bad di for bthrow and ledge dthrow mechanics you may have some kill confirms. I'll look into this more in-depth.
Ledge hang: If they hung while you fludded, a buffered dash attack can still get them due to no invincibility unless they rolled. It won't kill them but it's something. Next time they're around the ledge at kill percent, sh fire ball over the ledge and cape into the ledge for a trump. It's very quick, and even if you don't get the trump the fireball and keep them offstage for you.
Furthermore, unless they rolled again a rising ledge uair can kill confirm on their ledge jump and standard get-up. (It's the aforementioned rising uair confirms)
Though, it's kind of hard to get the rising uair on some shorter standard get-ups so you should probably space a dair behind them for a bthrow frame trap regardless of if they shield or not.
Misc:
To avoid getting projectile stuffed, throw out sh cape from fludd charge every now and then. Buffer dair just because you get a nice landing hitbox that true combos into grab or fsmash if cape hit because their di got screwed by cape.
(As stated earlier, this is pretty much only feasible with a shoulder jump)
IMPORTANT: ANGLE FLUDD UPWARD, NOT DOWN. You want them as high as possible, taking longer to land/grab the ledge.
Also charge it as little as possible. You want them close enough to follow up. It should be able to just barely push people off the ledge and that's it. Spam this small charge until they burn their jump or take another punishable option
Last edited: