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FLUDD Neutral, Edgeguarding Usage, and General Disambiguation

DunnoBro

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DunnoBro
There's been an ongoing claim that FLUDD 'earns stage control.' Which is, kind of true? But is so poorly explained and understood by even most Mario mains I feel the need to expand on that.

The most important thing to remember about FLUDD is that it’s always reactable. Frame 21 at best, or slower for uncharged + release. (For point of reference, anything frame 19 or slower is considered 'reactable' in smash ultimate.)

The opponent themselves can always see FLUDD release coming. And react accordingly. So it’s important to use it while they’re in a position they can’t negate it’s effect. (Shield, or generating enough inward influence to negate the push) OR you suspect they'll take a committal option that FLUDD hard punishes. (Freefall mobility/recovery options, Grounded Stationary options, attacks that rely on autocancels/shield damage to be safe, directional airdodges, etc)


This means to actually generate any semblance of reward off the opponent, you’ll generally need to either make a read, or reaction. Simply throwing it out, even if fully charged will not generally earn stage control as many claim.


You will need to pair FLUDD with Mario’s other moves, to attain higher charges by mixing up, and to influence/force the opponent’s options to make FLUDD more potent. And the converse is true, the charge being used to influence their actions to make what mario can cancel into more potent.


=====Neutral with Front-Facing FLUDD====

In neutral, Front-Facing FLUDD Largely Pairs with SH/FH Fireball, Dash SH Uair/Nair, and Dash FH Dair.

By Charging Front-Facing FLUDD, you’re deterring spaced/fade-away aerial approaches, dash dancing, and certain set-up specials like gyro, bombs, grenades, etc.

Since the opponent doesn’t have the option to shield, FLUDD can and will reliably punish and push these options on reaction.

And to deter the opponent remaining grounded, and ready to shield, Fireballs pair extremely well with FLUDD. You can jump cancel, generally into full-hop fireball for superb shield pressure and both enabling, and forcing approaches.

The fireball itself combos worse if it hits in the air, and is likely to be stuffed by rising aerials. So it’s likely these two were designed to compliment each other in neutral.


Dash SH Uair/Nair can catch jumps, and even some grounded opponents. And has little enough endlag you can still throw out safe-on-shield aerials. These tends to make opponents dash back, or jump away. Which FLUDD in turn punishes/pressures.

And Dash In > Wavedash Back lets you feint the above, and get in position to FLUDD their own dash back/stuffing options, and uair/shield their aerial approaches trying to avoid that.

In many matchups, this is a nearly complete neutral flowchart. Especially those you never want to risk sacrificing stage control to by dashing back. (Ganondorf, Peach, Samus, Shulk, etc)

But many characters have high enough airspeed they can resist the push, cross-up the FLUDD stream, or just have mobility/projectile options to ignore the push and punish. (Burst Dash Attacks, Non-Item Projectiles, Specials with invincibility, etc)

In those matchups, you will typically need to utilize mario's other options, and save FLUDD until higher charges.

========Neutral with Back-Facing FLUDD=======

Back-Facing FLUDD pairs with Mario's more typical bair/mobility based neutral with Dash Back > FLUDD Charge / Bair / B-reverse FH Fireball / Shield + Usmash/SJP/Spotdodge/Roll

This is the more optimal option in most matchups. As you will require higher/fully charged FLUDD to be safe.

Fully charged FLUDD forces approaches by deterring typically safe/non-committal options like spaced aerials, jabs, and set-up specials on-reaction.

And charging FLUDD itself also forces approaches since they don't want to be put into that situation where they lose safe access to said options.

The type of forced approaches, and how to punish/cover them are a bit different, and too complicated to go into depth here since they largely rely on options other than FLUDD itself. But definitely a powerful tool to incorporate into Mario's neutral.

======Edgeguarding with FLUDD=====

A similar mindset works for offstage/edgeguarding too. It has the same issue in neutral, it’s very reactable.

Simply FLUDDing an offstage opponent isn’t generally enough. They can see the FLUDD coming, and DI/react accordingly which typically leads to a reset, or even helps them gain height and options at times.

You’ll want to cancel into fireball, an aerial, or even just shield cancel options in general to mix them up. Since just seeing FLUDD Charge heavily incentivizes them to DI in.

SH/FH Fireball actually true combos, and frame traps for cape and nair well (even fair at times) But it only works if the opponent DI’d in… Which again, FLUDD forces since if they DI away/down while getting fludded, they can just die.

Characters with lower airspeed/acceleration are less able to react to FLUDD with inward momentum. So these mix-ups can be especially deadly against them. Though those with higher airspeed and better recoveries are typically just deterred out of certain freefall options while FLUDD is being charged in their direction. (Wolf, Chus, Metaknight, etc)

And again Dash in > WAVEdash Back > FLUDD is a powerful, though underutilized tool. Since it lets mario retain FLUDD, Jab, Dsmash, and the front hit of uair/nair to more completely cover high recoveries than dashing back does. (Only bair, usmash, and shield + SJP)

And finally, FLUDD + Dash Attack are good compliments for 2-framing.

Even if FLUDD itself can’t beat characters who automatically snap, many like Wolf, Ness, and even Mario themselves will often hold down to prevent getting 2-framed by dash attack.

Helping force them to recover a bit more linearly, and making it easier to edge/ledgeguard them.

======Fully Charged FLUDD vs No/Part Charge=====


In advantage state/during edgeguards, there actually isn’t typically much difference in coverage between no/part-charge and fully charged FLUDD except as a reactive punish to a high recovery/outward drift due to the extra speed/range.

Generally they’ll either snap ledge, or they won’t and you can dash attack/dsmash/cape. Some characters may require higher fludd charges to push them high enough they can’t recover/you can punish, but typically you do not need fully charged FLUDD. Anything but no-charge is usually sufficient to generate reward.

This doesn’t mean fully charged isn’t worth having, of course. Just not worth saving. Due to the extra range, pushback, and push of the move, fully charged FLUDD is a much better option to make a ‘read’ with in neutral.

While the extra push is generally unneeded if they're already in freefall/offstage. In neutral, it's often the difference between getting them in the corner, and getting them offstage. Or even just being safe vs being actually rewarding.

Burst mobility options like Dash Attacks, or Mobility specials which inherently punish lower charges of FLUDD, are at least downgraded to ‘resets’ or better vs fully charged FLUDD.

Many arcing, or item-based projectiles like Eiha, Thunderjolt, and Diddy’s banana which are typically bad ‘trades’ for FLUDD. (FLUDD pushes them, but you get hit and can’t take advantage of the positioning. So you largely just take damage) Are changed into positive ‘trades’ for Mario. Forcing a whiff, and earning him stage control in their endlag.

Fully charged FLUDD is very rarely an unsafe option that can earn you precious stage control, and just reset at worst.

And in many matchups, turns FLUDD from a ‘bad/risky’ neutral option into a great one.

Characters like Wolf, Joker, and Sonic who have several options to beat lower charges of FLUDD (Dash Attack, Projectile, Mobility Option, Airspeed to cross-up) generally have those same options punished/deterred by fully charged FLUDD. More efficiently forcing them to approach, or risk losing stage control by trying those options.

These are the ideal matchups you want to be facing away while charging FLUDD, to save the charge and just fight with bair/fireballs instead.


=====Tech Chasing with FLUDD=====


Just something to incorporate when superior, close-range tech chases aren’t feasible.

By staying at inward-roll distance and charging FLUDD, mario can actually cover all tech options on reaction.

FLUDD pushes tech in place, get-up attack, stand, roll away, and no option. And you can just cancel into nair/usmash/grab if they roll in.

FH Fireball also works well vs buffered tech options if you have the preemptive timing. Since whether they tech in place, or tech roll away, you will get a combo. And if they tech inward, you can just bair/nair.
 
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