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help.

bripley100

Smash Rookie
Joined
Jul 3, 2006
Messages
5
Location
Maryland
I've been a mario player since the original ssb on N64, and i would like some opinions on him, what people think is best to use, and best for him, like combo-wise and such.
 

Help!

Smash Journeyman
Joined
Aug 25, 2007
Messages
250
Location
Washington
Same old bread and butter combos, utilts, uairs, bairs, and dairs are all pretty decent comboers. Down throw is way better for a combo starter than any of the other throws.
 

???????

Smash Journeyman
Joined
Mar 4, 2008
Messages
450
Location
???????
You could try some fireball spaming into combos but you probally won't be able to do it well due to the new game physics (Note: his fireballs don't go as far now but now do 10% on their first hit.) ALso, beware that this game really punishes move spamming, you'll have to mix up all your moves to reduce the "stale moves" penalty as much as possible. Futhermore, F.LU.D.D. is good a recovery technique while facing away from the edge when fully charged, but it is mediocre as an edgeguard. A good strategy is, when you have the chance charge F.L.U.D.D. as much as you can until you hit max and store it for recovery later. To use F.L.U.D.D. effectively as a recovery with out sacrificing your cape, do a reverse neutral b (Yes, they are in brawl, for Mario at least) use F.L.U.D.D., double-jump and try to squeeze as much of your vertical moment as possible in your horizontal recovery, cape, (wall-jump if you can) and up-b. Everyone's floatier in this game and DIing is easier so you should be able to survive at fairly high percentages for the most part. There are a few other tricks too. Cape stalling; due to the new game physics and reduced lag during moves you can stall much longer in the air with the cape than you could in melee. If you want to learn advanced techniques you should read the advanced tech thread to help. I'd say to watch out for Ike, Pikachu, and metaknight; Ike has lots of power and range but he's slow, Pikachu has more range, speed, and power than it did in melee and its d-smash is just like peach's now (If you're good at the cape, you might avoid being thunderspiked by caping it, it does work), Metaknight has crazy combos and recovery but he can't KO well and is light (He'll seem overwhelming at first but your endurance and your own combos can eventurally wear him out). Fox isn't as insane good as he was in melee, but don't underestimate him, to beat him it'll basically be a combo contest (His laser isn't as long and easier to cape and you can cape his recovery too). Beware diddy too, he may seem harmless but he has incredible combos and projectiles but I believe his recovery is fairly easy to interrupt. (Just so you know, you can now grab ledges behind you meaning that caping people simply to turn them away from th ledge won't work anymore) Another thing to know is that the f-smash has less range but no longer need to be sweetspotted (Oh that reminds me, there is autosweetspoting now, so now you don't need flawless aim to sweetspot the edge) and the f-air now is a fusion of Mario's and Dr. Mario's f-air; if the beginning of the atk hits it his horizontally, if the end hits it's like Mario's normal metor smash. L-cancelling is out, but hitting an opponent auto l-cancels and the lag from atks is reduced in general anyway. D-air is now Mario's tornado which is a very good move now with almost no lag but you can no longer tornado press for recovery. Well that covers most things and if you want to learn advanced techs go to the thread. F.LU.D.D. move people a lot on the ground but almost nothing in the air, you can use it to distrupt some ground based combos and characters with heavy lag in their moves. (Note that F.L.U.D.D. does not intrupt a character's atks directly but simply moves them like pushing a Jigglypuff off a cliff after it uses rest)

*sry about the lack of spacing, I'm not sure how I'd section this*
 
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