The main thing I find myself trying to tell Mario users to fix in their recovery is to save Cape for baiting edgehogs.
I cannot stress how important this is for Mario's recovery. Cape does NOT get you extra distance in your recovery for the most part. What it's actually for is stalling out edgehog attempts. This allows you to safely up-B to the ledge as your opponent is generally forced to get up to avoid getting hit by Up-B. This part of Mario's recovery is REALLY awesome. The option of stalling and then moving to a fast recovery option.
Agree 100%.
One of the many ways how
Mario's cape can be used effectively. Recommend
all Mario mains to re-read that info above
at least twice. Here's the fun part of brawl (solving active puzzles), let's discuss
Mario's DI-ing & SDI-ing ability. We can all agree that
Mario dies f-airly early, correct? When I first seen my
Donkey Kong (DK) idols like
Will,
Dr. G,
Cable, etc play at offline events...the percentage before they died always blew my mind.
DK living
beyond +225% is ridiculous
IMO when they are capable of dying around
+150%. How they weren't dying was my main focus at my first few tournaments. Yes,
momentum canceling (b-air>u-special (SK)) is the
main reason
DK is able to live at sudden death percents. Using this concept lead me to think about how Mario
can live beyond
+110%. When in terms of SDI, u-air is agreed to be your best bet regarding it being the fastest air.
Does it cancel momentum better than Mario's d-air is my question?
IMO, I believe it does from personal experience from me living longer. Using d-air for SDI become instinct at high percents
for me because Mario's less likely to die opposed to his u-air. Another problem I had was the instant fast fall when recovering back to the stage from d-airing (using the C-Stick). This usually lead to me simply getting edge-hogged
early on. Using the same concept as
DK, I figured what if you can
d-air>cape momentum cancel for Mario since his cape has momentum uses?
Airborne Cape:
1. 1Cape=slight vertical boost
2. 2Capes=
stays in place (Didn't realize how crucial this was until recently)
3. 3Capes=sinks
Here's my key key to lasting longer as Mario on any stage. When you d-air after being hit at a high percent, you're going to fast fall if you tap down on your control stick+your attack button (whatever that may be). You'll also fast fall if you C-Stick down after being hit after a high percent. How do can I cancel the fast fall? You can either lightly tilt down on your control+your attack button (whatever that may be) or My suggestion: You can d-air>cape (either direction heavily depending on the situation may it be your opponent, the stage choice, whether or whether not you have a mid air jump, etc.) to save yourself.
Note: Did anyone notice all characters (not only
Mario)in brawl fall differently when they're mid air jump-less (IDK more new words)?
IMO, cape would be the best follow-up because cape not only momentum cancels, but cancels out the fast fall from the two options explained earlier. Assuming all of you save your mid air jumps when needed, you'll have multiple options all your disposal for getting (or fighting) to the stage. Some recovery tools are another cape stall as
A2ZOMG said
to bait edge-hogs, b-air (depending on which way you caped) to
space back to safety, fire ball (which can be used with a reckless f-air for a combo spike or with another air for obvious other reasons (
gimp?)),
F.L.U.D.D. (
to either push yourself back to the stage or for aggro opponents being greedy & forcing kills (usually
MKs because
MK's gimping-game>>Mario's sadly
), reckless f-airs for
effective trades, n-airs for
beating out predictably reckless u-specials (does MK or Marth come to mind?), etc.
Note: If you're holding down on your control stick during an airborne cape, you
won't fast fall (also works for using the C-Stick) when you use
F.L.U.D.D. (pretty much anything that has to do with down...sort of like
Plat-Form Canceling (PFC) which is why you're able to d-air PFC, F.L.U.D.D. PFC, etc
Long story short (or long), I'm testing (during spare time or whenever at a tournament) the best way to DI+SDI as Mario so I'll be able to live
+180% constantly. Currently, I'm able to live to around
+170% but I'm dedicated to improve
Mario as a character in brawl
& as a character in general.
IMO, at high percentages...d-air>cape>
F.L.U.D.D.(free fall) is the safe way to go. Any type of feedback is appreciated whether negative, neutral, positive, etc...I'm just wondering if u-air>cape works better &
what about b-air?
Thank you for your time Mario boards (mains)!