The Master of Mario
Smash Journeyman
Watch out for errors in Brawl's code IE fireballs damaging yourself, Attacks hitting people sheilding who are airborne, Attacks that KO that are really much weaker than that, Attacks/Airdodges and rolls that are speed up(no lag ect) and Attacks that actually hit "animation stops" but no damage is given. It's been getting like Ninja Turtles on Wii recently.
Basically with all this going on speed is your best friend and you should really take advantage of the knockback and Speed of AAA and Ftilt as well as U-tilt. Ftilt sets up edgegaurding and provides good spacing. Fireball are helpful as well as with good aim you can block attacks but be sure to learn priorities of each character now. Cape is also much more useful than before It leads well into N-air. N-air is helpful as well like F-tilt at setting up edgegaurding. U-smash is your only move with priority now. D-smash is reduced to out of shield rolls. Stutter F-smash is gone so your F-smash has less range. Your N-air is best at shield pressure as you can do N-air->FF-Dair->Grab but you must FF in order to get the cancel. Double Aerials and aerial speed is really helpful in getting damage are. The Priority of your aerials is D-air->N-air->B-air/F-air->U-air. The priority of your smashes is U-smash->slow F-smash->D-smash. Your other moves with priority are Dash Attack->Combos,Grab-> B-throw 15% damage) FF-B-air Helps you get through Swords with percise aim and leads into Blind U-smash or Blind SH N-air due to its range but Blind-u-air may be prefered due to how it changes mario's hitbox and timing. Up-Special is risky but sometimes helpful due to speed and priority but Cape can still reflect aerials with good prediction and practice. If you want to survive longer it is critical that you learn how to Smash DI by pressing R rapidly and DI up correctly and doing an aireal preferably fair though u-air works i think. Mario has a decent recovery most difficult part is his aerial movement which is less shown by how he moves more with his jumps than without them meaning jumps have to be saved if you perfect the recovery. You can survive at ~166%-200% damage.
Basically with all this going on speed is your best friend and you should really take advantage of the knockback and Speed of AAA and Ftilt as well as U-tilt. Ftilt sets up edgegaurding and provides good spacing. Fireball are helpful as well as with good aim you can block attacks but be sure to learn priorities of each character now. Cape is also much more useful than before It leads well into N-air. N-air is helpful as well like F-tilt at setting up edgegaurding. U-smash is your only move with priority now. D-smash is reduced to out of shield rolls. Stutter F-smash is gone so your F-smash has less range. Your N-air is best at shield pressure as you can do N-air->FF-Dair->Grab but you must FF in order to get the cancel. Double Aerials and aerial speed is really helpful in getting damage are. The Priority of your aerials is D-air->N-air->B-air/F-air->U-air. The priority of your smashes is U-smash->slow F-smash->D-smash. Your other moves with priority are Dash Attack->Combos,Grab-> B-throw 15% damage) FF-B-air Helps you get through Swords with percise aim and leads into Blind U-smash or Blind SH N-air due to its range but Blind-u-air may be prefered due to how it changes mario's hitbox and timing. Up-Special is risky but sometimes helpful due to speed and priority but Cape can still reflect aerials with good prediction and practice. If you want to survive longer it is critical that you learn how to Smash DI by pressing R rapidly and DI up correctly and doing an aireal preferably fair though u-air works i think. Mario has a decent recovery most difficult part is his aerial movement which is less shown by how he moves more with his jumps than without them meaning jumps have to be saved if you perfect the recovery. You can survive at ~166%-200% damage.