maelstrom218
Smash Lord
maelstrom218’s Mario FAQ: Guide to Italian Plumbing (Vn. 1.0)
NOTE: I'll be making multiple posts for this FAQ, DO NOT MAKE ANY POSTS UNTIL I FINISH!!! Thank you
TABLE OF CONTENTS
1. Introduction [INTN]
2. Why Should I Be Choosing Mario? [CHZ]
3. Wait. . .Who's the Better of the Two?--A Doc and Mario Comparison [DCMRO]
4. Current Tier List [TEIR]
5. List of Mario's Pros/Cons [PRCN]
6. Frequently Asked Questions [FAQZ]
7. List of Advanced Tactics/Terms [NDX]
8. Attacks Analysis [ATKS]
· Neutral A Ground Attacks [NTRL]
· Tilts [TLT]
· Smashes [SMSH]
· Aerials [ARLS]
· Grab/Throws [GRBS]
· B-moves [BMOOV]
9. Strategies [STRTS]
· Recovery [RCVR]
· Edgehogging [EHG]
· Mario's Ledgegame [MLDG]
· Edgeguarding [EDGD]
· Mario’s Out-of-Shield Game [OOS]
· Combat Style [COMS]
10. Character Match-Ups [MTCH]
11. Personal Rants [PRNT]
12. Thanks [THX]
Legal Disclaimer
This FAQ is the property of maelstrom218, and you MAY NOT cut/paste/copy, re-use or otherwise reproduce this body of work in any way and claim it as your own. If I catch you plagiarizing my work, I will hunt you down, and break you like a stale pretzel. However, if you simply want to use/post excerpts or the entirety of this FAQ, feel free to do so, but you MUST give credit to me, the original author. Thank you.
Introduction [INTN]
Salutations to Smashers, newbies and pros alike! My name is maelstrom218, and this is my first FAQ ever! So, if you think the FAQ is crappy, it’s b/c it’s the first one I’ve ever written. . .I do realize that I tend to be excessively wordy, so I hope you’ll bear w/me throughout the entirety of this FAQ.
My purpose in writing this FAQ was twofold: I wanted to make this Mario FAQ as accessible as possible so that both newbies and pros will feel comfortable perusing the pages and find something new to think about. Secondly, I wanted an FAQ that was devoid of the rampant fanboyism and author editorializing that you usually find in such FAQs in order to provide you w/pure info on Mario, straight up. . .and I think I’ve managed to pull it off. Feedback is always welcome, so if you feel that you have (constructive) criticism or praise, you can always email me at tec219@nyu.edu. . .just try to keep the hate to a minimum. XD
I feel privileged to be able to contribute something like this to the Smash Community, and I hope the information contained herein will serve you well. Happy Smashing!
Mario, the Italian Plumber whose resume includes kart racing, dancing, tennis, golf, and baseball, has returned to the fight scene once more in Super Smash Brothers Melee. Contrary to his superstar status in the videogame genre however, Mario is often underrated in the Smash community. He is often seen as boring, technically shallow and easily beaten. After all, as in every other game w/Mario as part of the playable cast of characters, he serves as the perfectly “average” character. Fortunately enough for all the Mario players out there, he is none of the aforementioned things: Mario has a surprising amount of technical depth and a versatility that is nearly unmatched. To that end, this FAQ is meant to expose and explore the depth required to bring Mario’s full potential to fruition--and make no mistake, a well played Mario can be very formidable indeed.
Mario, the Consummate Italian Plumber Extraordinaire in SSBM, is at your disposal.
Why Should I Be Choosing Mario? [CHZ]
“I really believe that Mario’s strengths depend entirely on the person playing with him. Some character have moves the results of which are immediately obvious and can be abused against even skilled opponents. Mario, however, has little that can be abused, but also none of his moves lack purpose (well... okay, d-tilt) and he has the capability to aptly handle every opponent. Some characters are like missile launchers with radar tracking and laser guidance and all you have to do is pull the trigger; some characters are like whiffle balls that blow about in the wind and depend on circumstance to be effective, and require insane expertise and just as often luck (note, these whiffle balls exploke on contact). But Mario’s a pistol who shoots where you tell him to. He’s just cool like that.”
-HonorBound, writing the best post ever describing Mario
Mario doesn't require incredible technical skill because he doesn’t have technical strategies like Fox’s infinite. Mario doesn't have huge range like Marth, or incredible projectiles like Falco, or an unstoppable aerial game like Jiggs. But what makes Mario such an excellent character is that he's relatively decent in all areas--projectiles, high-priority shffl'd aerials, solid smashes, good juggling. Unfortunately, Mario is extremely difficult to play as due to his lack of KO power; as a result, he relies on his combos and ledge-hopped ABAs to score his kills. But in return for being “average,” Mario has an immense amount of versatility. . .he’s basically pure, distilled potential for you to tap into. Spend enough time w/Mario, and he can become more formidable than you could possibly imagine.
Mario is for you if:
1. You like having all-around great aerials
2. You like having The Cape--a B move nearly as versatile as Fox's shine, and used for turning around opponents, deflecting projectiles, increasing aerial mobility, mind games, recovery, and anti-recovery
3. You want to master the majority of advanced techniques quickly (Mario needs these integrated into his style of play, so you practice them constantly when using Mario, plus its easy to learn them w/Mario)
4. You want an average, balanced character who has excellent capabilities all around
5. You happen to be mindgame-oriented
6. You happen to be obsessed w/Mario and Nintendo
Wait. . .Who's the Better of the Two?--A Doc and Mario Comparison [DCMRO]
This paragraph is devoted to the sole purpose of (briefly) explaining the differences between Mario and his clone counterpart, Doc. People call them “clones,” and a proficient Mario player (for example) familiar w/his style can certainly alternate between both characters. However, Mario and Doc are different enough to cause (unenthusiastic) debate in the Smash Community about who is actually better.
It’s really impossible to say who’s better. Certainly Mario is more well-rounded than Doc is, but the lack of KO moves and general overall power is extremely troublesome. Doc has plenty of KO moves and power to boot, but his lack of range and lesser speed (compared to Mario) is equally troubling. Below is a list of the major differences between the two characters.
Smash Attacks:
Winner: Doc
Why: Doc’s f-smash and d-smash have more damage and knockback.
Analysis: This is what makes Doc so great. Mario basically has no kill moves, because none of his smashes have enough knockback. His f-smash is a decent kill move, but it has to be sweetspotted, which is often difficult and is easily avoidable.
BUT: Doc’s f-smash has zero range. Not good. Mario’s f-smash has to be sweetspotted to kill. Also not good.
Tilt Attacks:
Winner: Tie
Why: Both’s f-tilts are basically the same. Mario has a bad d-tilt but good u-tilt; Doc has a mediocre (but still comboable) u-tilt and situational, but effective d-tilt.
Analysis: Mario’s u-tilt has a ridiculous amount of combo potential, but has a nearly useless d-tilt. Doc’s d-tilt is an incredible set-up for ABAs at the ledge, and although Doc’s u-tilt is more difficult to use as a combo starter/continuer, it’s still fairly useful as long as you remain under the opponent.
BUT: Mario’s tilt’s are much easier to use and combo with; however, both characters have decent and effective tilts.
Projectiles:
Winner: Doc
Why: Pills have better trajectory, damage, and setups than fireballs
Analysis: Doc’s projectile spamming is good. No one wants to eat 8% damage from a pill, so you have the ability to restrict enemy movement, approach easily, and follow up behind pills w/ immediate attacks (a la Samus’ missile cancel).
BUT: No buts. Pills pwn fireballs, and most other projectiles.
Cape:
Winner: Tie
Why: The respective strengths and focus of Mario and Doc’s Capes are different, but are equally useful.
Analysis: The strength of Mario’s Cape isn’t so much it’s ability to edgeguard, reflect, and turn opponents around--though it can certainly do these things--but in its inherent aerial mobility. Mario’s Cape completely stops all horizontal/vertical movement (a la Fox’s shine) and gives needed horizontal/vertical boost, as opposed to Doc’s, which only slows down his movement. However, despite Doc’s Cape lacking aerial mobility, it has huge range, which makes edgeguarding, reflecting, and hitting opponents much easier.
BUT: It’s really a matter of personal preference: aerial mobility vs. greater Cape range.
Aerial Game:
Winner: Tie
Why: Despite Mario’s aerials giving more damage and having slightly less lag, Doc’s aerials usually have more range, comboability, and uses. Despite this though, both aerials even out in terms of efficacy.
Analysis: For the most part, Mario’s aerials have more damage, and end 1-2 frames sooner compared to Doc’s. His aerials are are also very formidable; his u-air is a dangerous combo attack, his sex kick works as a KO assist move, and his AFA is a moderate combo-starter. However, Doc’s aerials have more range (as seen in his ABA and AFA), and have less knockback for more comboability (as seen w/his AUA and ANA). Furthermore, Doc’s ABA is better than Mario’s as an edgeguarding tool due to the below horizontal knockback (like Sheik’s AFA). Also, Doc’s AFA essentially serves as a shffl’d smash attack, which is much more practical than Mario’s meteor-smashing, semi-combo starting AFA.
BUT: Again, it’s a matter of personal preference. . .Doc’s aerials may appear to be better at first glance, but Mario’s are equally formidable, just in different ways.
Recovery:
Winner: Mario
Why: Mario's Cape stops all aerial movement, which gives better recovery compared to Doc's Cape, which only slows aerial movement; plus, Mario has his walljump.
Analysis: Doc has, by far, the worst recovery of the game, even compared to Falco. His cape is almost useless, and his down-B is extremely difficult to use for vertical and horizontal recovery. Once you're off the stage, you're basically screwed.
BUT: Mario's recovery may seem to be only marginally better than Doc's--however, he can do some interesting things by firing fireballs, jumping+AUA to discourage spiking, and caping to vary recovery. Additionally, Mario’s walljump ability gives him a few extra options in evading edgeguarding. Basically, Mario has a lot more versatility in recovery than Doc does.
WINNER: Doc (at a low level); Mario (at an expert level)
Doc has a variety of advantages over Mario, ranging from minor--such as a slightly better Cape (when attacking) and longer-ranged aerials, to huge advantages, such as a better projectile, and most importantly, a series of high-knockback moves. Add up all of the redeeming qualities, and you have a high-performance character who can do everything Mario can--maybe even a little bit better.
However, that’s not to say that Mario is in any way inferior to Doc. Despite his lack of KO power, which remains as Mario’s most pressing problem, he still has a wide variety of moves in his arsenal, most of which are capable of systematically taking apart an opponent given the correct approach and capable mindgames. Mario has things that Doc doesn’t--a Cape w/aerial mobility, a comboing u-tilt, a long-range f-smash that practically qualifies as a disjointed hitbox, and most importantly, sheer versatility.
All this being said, Doc is much, much easier to play than Mario as he has his Pills and KO moves to back him up. Mario is much more difficult to play, as he has to work hard and sweat blood to get a single KO. However, the sheer potential that Mario has due to his versatility, especially regarding his various techniques and combos, gives him the edge over Doc if you’re willing to put in extensive time and effort.
NOTE: I'll be making multiple posts for this FAQ, DO NOT MAKE ANY POSTS UNTIL I FINISH!!! Thank you
TABLE OF CONTENTS
1. Introduction [INTN]
2. Why Should I Be Choosing Mario? [CHZ]
3. Wait. . .Who's the Better of the Two?--A Doc and Mario Comparison [DCMRO]
4. Current Tier List [TEIR]
5. List of Mario's Pros/Cons [PRCN]
6. Frequently Asked Questions [FAQZ]
7. List of Advanced Tactics/Terms [NDX]
8. Attacks Analysis [ATKS]
· Neutral A Ground Attacks [NTRL]
· Tilts [TLT]
· Smashes [SMSH]
· Aerials [ARLS]
· Grab/Throws [GRBS]
· B-moves [BMOOV]
9. Strategies [STRTS]
· Recovery [RCVR]
· Edgehogging [EHG]
· Mario's Ledgegame [MLDG]
· Edgeguarding [EDGD]
· Mario’s Out-of-Shield Game [OOS]
· Combat Style [COMS]
10. Character Match-Ups [MTCH]
11. Personal Rants [PRNT]
12. Thanks [THX]
Legal Disclaimer
This FAQ is the property of maelstrom218, and you MAY NOT cut/paste/copy, re-use or otherwise reproduce this body of work in any way and claim it as your own. If I catch you plagiarizing my work, I will hunt you down, and break you like a stale pretzel. However, if you simply want to use/post excerpts or the entirety of this FAQ, feel free to do so, but you MUST give credit to me, the original author. Thank you.
Introduction [INTN]
Salutations to Smashers, newbies and pros alike! My name is maelstrom218, and this is my first FAQ ever! So, if you think the FAQ is crappy, it’s b/c it’s the first one I’ve ever written. . .I do realize that I tend to be excessively wordy, so I hope you’ll bear w/me throughout the entirety of this FAQ.
My purpose in writing this FAQ was twofold: I wanted to make this Mario FAQ as accessible as possible so that both newbies and pros will feel comfortable perusing the pages and find something new to think about. Secondly, I wanted an FAQ that was devoid of the rampant fanboyism and author editorializing that you usually find in such FAQs in order to provide you w/pure info on Mario, straight up. . .and I think I’ve managed to pull it off. Feedback is always welcome, so if you feel that you have (constructive) criticism or praise, you can always email me at tec219@nyu.edu. . .just try to keep the hate to a minimum. XD
I feel privileged to be able to contribute something like this to the Smash Community, and I hope the information contained herein will serve you well. Happy Smashing!
Mario, the Italian Plumber whose resume includes kart racing, dancing, tennis, golf, and baseball, has returned to the fight scene once more in Super Smash Brothers Melee. Contrary to his superstar status in the videogame genre however, Mario is often underrated in the Smash community. He is often seen as boring, technically shallow and easily beaten. After all, as in every other game w/Mario as part of the playable cast of characters, he serves as the perfectly “average” character. Fortunately enough for all the Mario players out there, he is none of the aforementioned things: Mario has a surprising amount of technical depth and a versatility that is nearly unmatched. To that end, this FAQ is meant to expose and explore the depth required to bring Mario’s full potential to fruition--and make no mistake, a well played Mario can be very formidable indeed.
Mario, the Consummate Italian Plumber Extraordinaire in SSBM, is at your disposal.
Why Should I Be Choosing Mario? [CHZ]
“I really believe that Mario’s strengths depend entirely on the person playing with him. Some character have moves the results of which are immediately obvious and can be abused against even skilled opponents. Mario, however, has little that can be abused, but also none of his moves lack purpose (well... okay, d-tilt) and he has the capability to aptly handle every opponent. Some characters are like missile launchers with radar tracking and laser guidance and all you have to do is pull the trigger; some characters are like whiffle balls that blow about in the wind and depend on circumstance to be effective, and require insane expertise and just as often luck (note, these whiffle balls exploke on contact). But Mario’s a pistol who shoots where you tell him to. He’s just cool like that.”
-HonorBound, writing the best post ever describing Mario
Mario doesn't require incredible technical skill because he doesn’t have technical strategies like Fox’s infinite. Mario doesn't have huge range like Marth, or incredible projectiles like Falco, or an unstoppable aerial game like Jiggs. But what makes Mario such an excellent character is that he's relatively decent in all areas--projectiles, high-priority shffl'd aerials, solid smashes, good juggling. Unfortunately, Mario is extremely difficult to play as due to his lack of KO power; as a result, he relies on his combos and ledge-hopped ABAs to score his kills. But in return for being “average,” Mario has an immense amount of versatility. . .he’s basically pure, distilled potential for you to tap into. Spend enough time w/Mario, and he can become more formidable than you could possibly imagine.
Mario is for you if:
1. You like having all-around great aerials
2. You like having The Cape--a B move nearly as versatile as Fox's shine, and used for turning around opponents, deflecting projectiles, increasing aerial mobility, mind games, recovery, and anti-recovery
3. You want to master the majority of advanced techniques quickly (Mario needs these integrated into his style of play, so you practice them constantly when using Mario, plus its easy to learn them w/Mario)
4. You want an average, balanced character who has excellent capabilities all around
5. You happen to be mindgame-oriented
6. You happen to be obsessed w/Mario and Nintendo
Wait. . .Who's the Better of the Two?--A Doc and Mario Comparison [DCMRO]
This paragraph is devoted to the sole purpose of (briefly) explaining the differences between Mario and his clone counterpart, Doc. People call them “clones,” and a proficient Mario player (for example) familiar w/his style can certainly alternate between both characters. However, Mario and Doc are different enough to cause (unenthusiastic) debate in the Smash Community about who is actually better.
It’s really impossible to say who’s better. Certainly Mario is more well-rounded than Doc is, but the lack of KO moves and general overall power is extremely troublesome. Doc has plenty of KO moves and power to boot, but his lack of range and lesser speed (compared to Mario) is equally troubling. Below is a list of the major differences between the two characters.
Smash Attacks:
Winner: Doc
Why: Doc’s f-smash and d-smash have more damage and knockback.
Analysis: This is what makes Doc so great. Mario basically has no kill moves, because none of his smashes have enough knockback. His f-smash is a decent kill move, but it has to be sweetspotted, which is often difficult and is easily avoidable.
BUT: Doc’s f-smash has zero range. Not good. Mario’s f-smash has to be sweetspotted to kill. Also not good.
Tilt Attacks:
Winner: Tie
Why: Both’s f-tilts are basically the same. Mario has a bad d-tilt but good u-tilt; Doc has a mediocre (but still comboable) u-tilt and situational, but effective d-tilt.
Analysis: Mario’s u-tilt has a ridiculous amount of combo potential, but has a nearly useless d-tilt. Doc’s d-tilt is an incredible set-up for ABAs at the ledge, and although Doc’s u-tilt is more difficult to use as a combo starter/continuer, it’s still fairly useful as long as you remain under the opponent.
BUT: Mario’s tilt’s are much easier to use and combo with; however, both characters have decent and effective tilts.
Projectiles:
Winner: Doc
Why: Pills have better trajectory, damage, and setups than fireballs
Analysis: Doc’s projectile spamming is good. No one wants to eat 8% damage from a pill, so you have the ability to restrict enemy movement, approach easily, and follow up behind pills w/ immediate attacks (a la Samus’ missile cancel).
BUT: No buts. Pills pwn fireballs, and most other projectiles.
Cape:
Winner: Tie
Why: The respective strengths and focus of Mario and Doc’s Capes are different, but are equally useful.
Analysis: The strength of Mario’s Cape isn’t so much it’s ability to edgeguard, reflect, and turn opponents around--though it can certainly do these things--but in its inherent aerial mobility. Mario’s Cape completely stops all horizontal/vertical movement (a la Fox’s shine) and gives needed horizontal/vertical boost, as opposed to Doc’s, which only slows down his movement. However, despite Doc’s Cape lacking aerial mobility, it has huge range, which makes edgeguarding, reflecting, and hitting opponents much easier.
BUT: It’s really a matter of personal preference: aerial mobility vs. greater Cape range.
Aerial Game:
Winner: Tie
Why: Despite Mario’s aerials giving more damage and having slightly less lag, Doc’s aerials usually have more range, comboability, and uses. Despite this though, both aerials even out in terms of efficacy.
Analysis: For the most part, Mario’s aerials have more damage, and end 1-2 frames sooner compared to Doc’s. His aerials are are also very formidable; his u-air is a dangerous combo attack, his sex kick works as a KO assist move, and his AFA is a moderate combo-starter. However, Doc’s aerials have more range (as seen in his ABA and AFA), and have less knockback for more comboability (as seen w/his AUA and ANA). Furthermore, Doc’s ABA is better than Mario’s as an edgeguarding tool due to the below horizontal knockback (like Sheik’s AFA). Also, Doc’s AFA essentially serves as a shffl’d smash attack, which is much more practical than Mario’s meteor-smashing, semi-combo starting AFA.
BUT: Again, it’s a matter of personal preference. . .Doc’s aerials may appear to be better at first glance, but Mario’s are equally formidable, just in different ways.
Recovery:
Winner: Mario
Why: Mario's Cape stops all aerial movement, which gives better recovery compared to Doc's Cape, which only slows aerial movement; plus, Mario has his walljump.
Analysis: Doc has, by far, the worst recovery of the game, even compared to Falco. His cape is almost useless, and his down-B is extremely difficult to use for vertical and horizontal recovery. Once you're off the stage, you're basically screwed.
BUT: Mario's recovery may seem to be only marginally better than Doc's--however, he can do some interesting things by firing fireballs, jumping+AUA to discourage spiking, and caping to vary recovery. Additionally, Mario’s walljump ability gives him a few extra options in evading edgeguarding. Basically, Mario has a lot more versatility in recovery than Doc does.
WINNER: Doc (at a low level); Mario (at an expert level)
Doc has a variety of advantages over Mario, ranging from minor--such as a slightly better Cape (when attacking) and longer-ranged aerials, to huge advantages, such as a better projectile, and most importantly, a series of high-knockback moves. Add up all of the redeeming qualities, and you have a high-performance character who can do everything Mario can--maybe even a little bit better.
However, that’s not to say that Mario is in any way inferior to Doc. Despite his lack of KO power, which remains as Mario’s most pressing problem, he still has a wide variety of moves in his arsenal, most of which are capable of systematically taking apart an opponent given the correct approach and capable mindgames. Mario has things that Doc doesn’t--a Cape w/aerial mobility, a comboing u-tilt, a long-range f-smash that practically qualifies as a disjointed hitbox, and most importantly, sheer versatility.
All this being said, Doc is much, much easier to play than Mario as he has his Pills and KO moves to back him up. Mario is much more difficult to play, as he has to work hard and sweat blood to get a single KO. However, the sheer potential that Mario has due to his versatility, especially regarding his various techniques and combos, gives him the edge over Doc if you’re willing to put in extensive time and effort.