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Mario Boards Agenda (AKA Discovery Thread)

SkylerOcon

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The Mario Boards Agenda

As most of those who are concerned with this know, Mario is full of potential. He has the potential to make high tier and we can get him there. But... how? Well, for starters, Mario mains as a whole need to start talking to each other about certain strategies. This means that you guys either need to talk in this thread, in PMs, in VMs, on AIM, or wherever to figure out the best way for Mario to tackle certain problems that he may face.

However, that's just something that can be taken care of just by talking with fellow Mario mains. That is important, but what we need to start doing now is testing the boundaries of the chubby little plumber. We know that Mario has high combo potential, we know that he has good gimping tools, and we know that he's no slouch at killing either. So then... why has his meta game only progressed to the point of a mid-tier character? Well, it's because despite what we've been SAYING that we should do, we've all been sticking to fireball spamming, Utilt locks, and all that other stuff to use in our game.

We haven't really... tried much else.

So, what specifically do we need to try to find? We need:

A) Find out how to do certain things that we can only dream of right now (ex: On-stage ACE)
B) Find out how to apply things that we've already found, but really use them that often. (Cape Dashing, and to a certain extent FIHL)
C) Refine already established tactics (speaks for itself)
D) Find more combos!
E) Fireball camping. We need a guide for this.

As of now, that's what we need to do. We need to go out of our way to find new ATs and develop new techniques. We need to apply what we've already found and mix them in with the new techniques. We then need to refine everything and make it the best it can be.

All that paired with a set of definite combos and good fireball spam, Mario may soon not be to far off from where he should've been a long time ago.

So... how will this all work? Just post anything you might find in this thread -- from here on out this is where we post every new AT, every new combo, every new discovery. This will serve as any easy to use resource and function as a general explanatory thread for everything that we find. Links to everything and brief explanations will be added in the OP.

And with that... lets find some new stuff!
 

:mad:

Bird Law Aficionado
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I can help with D and E. There's plenty of replays I have with accidental "comboes" that just worked.
I'll definently be able to help out with this.
 

DtJ XeroXen

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Here's something that's much like a combo, but the only way out of it is to KNOW it's coming, and perfect shield it.

Don't really know if it was known yet, which is why I haven't posted it up until now, but a fastfalled dair grounded hitbox into a stutter stepped Fsmash pretty much always hits (even if they airdodge, for some reason). My friend and I tested it for a while, and he found that the only way to really get out of it was perfect shielding, and yeah, then they'd have to know it was coming.

If anybody else would like to test that, go for it. (They may be able to jump out of it, but I really don't know, if anything I'll do more testing tommorrow)

Edit: This needs a sticky.

And why can't I ever make a thread that deserves a sticky???

Edit2: Guys, LET'S GET CAPE TELPORTING DOWN!
 

SkylerOcon

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I can help with D and E. There's plenty of replays I have with accidental "comboes" that just worked.
I'll definently be able to help out with this.
Awesome. Post when you have more information.

Don't really know if it was known yet, which is why I haven't posted it up until now, but a fastfalled dair grounded hitbox into a stutter stepped Fsmash pretty much always hits (even if they airdodge, for some reason). My friend and I tested it for a while, and he found that the only way to really get out of it was perfect shielding, and yeah, then they'd have to know it was coming.
I think Dair grounded hitbox to dsmash is a true combo on most characters until like 70%. It may work with Fsmash up to a point, but I think you can shield it easily.

Though I DO know that if you land a Bair around the middle of Mario's body and autocancel it soon after it hits, you can normally land a stutter stepped Fsmash on the opponent until 100%. Quite useful, but a bit hard to do.
 

Fire!

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Someone should do a video guide/series on the basics of Mario. (Character matchups, how to use Cape, stage advantages etc.) I could probably do that.
 

:mad:

Bird Law Aficionado
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I really wish we had a Mario mod.
And I really wish I could make a video guide...
Man, this sucks.
 

SkylerOcon

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NEEDS MOAR CAPE TELEPORT!

Seriously though, we know next to nothing about it.
I agree with this. As it is now, I think we have a... 60/40? 65/35? With Marth. If we can apply the CT correctly that can turn around the matchup.

Of course, I think that this only works on Marth and Falcon... could work on other people, but I'm not sure. But if it does... Mario's cape now really IS something that should be feared.

@Monk

Awesome. How long is it until summer for you? I assume that you're in school and different schools get out at different times, so...
 

DtJ XeroXen

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I'll start experimenting with Cape Teleport (I have pulled it off before), and I can probably get some videos up, as soon as I get a dazzle.

I wanna be the cape teleport dude, :p

(And I maaay be getting a computer soon.)
 

Matador

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Dash attack stage spike. I think it has potential. I can compile a list of characters and when/how they can be DA stage spiked.
 

A2ZOMG

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I agree with this. As it is now, I think we have a... 60/40? 65/35? With Marth. If we can apply the CT correctly that can turn around the matchup.
I honestly don't think vs Marth is any worse than 6/4 as it is right now. It might even be closer than that. I mean Marth is overall a more solid character right now, but if you play smart against him, you can really give him a hard time since if he doesn't space perfectly 100% of the time, he's easily punishable by something. And your best kill move has the ability to outrange him.
 

Matador

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I honestly don't think vs Marth is any worse than 6/4 as it is right now. It might even be closer than that. I mean Marth is overall a more solid character right now, but if you play smart against him, you can really give him a hard time since if he doesn't space perfectly 100% of the time, he's easily punishable by something. And your best kill move has the ability to outrange him.
I'm thinking 60:40. Nair clashes with his upB. Makes for easier gimping. Also...he's so vulnerable when you're below him. If you don't screw up, you can ruin an entire stock from that position.
 

:mad:

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Oh wow. This is actually working out pretty well, now that I'm paying attention to my moves.
 

BoTastic!

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Fireball camping is most useful combined with Bair and B reversed Fireballs.

You can get combos juggles mostly through patience and anticipation since the opponent likes to react to Uairs and Bairs to out prioritizing them or air dodging.

Also I can just make another info vid with all the things we've found about Mario and some knowledge I have of him my self.
 

Jimbo_G

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Yes, we need more on Cape Teleport, because I have absolutely NO idea what that is and there are no videos on Youtube that I can find using traditional searching.
 

SkylerOcon

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I think there's a video of it on youtube somwhere...

Hold on, I can probably find it...

EDIT: "Cape Teleport is a pretty simple, yet very hard tech to do. In fact, this has yet to be put into regular use due to how strict the timing is.

First, you need an enemy trying to get back onto the stage. RIGHT before they sweetspot the ledge, you cape 'em. If done correct, you'd see that the opponent is hanging onto nothing, and is actually turned around suspended in the air. The opponent is also momentarily stunned due to the Cape's effect, and has no invicbility frames, allowing Mario to attack, most likely gaining a stage spike.

As awesome as it sounds, the timing is insanely strict, and you must react quickly if it does work. Most of all, you have to get down there before the stun wears off, because the opponent can just jump out of it.

As said before, there isn't a regular use of it yet, but this tech can potientially be the ultimate move that can wreck all recoveries. Try to use it, and see if you can master it."

- HeroMystic

That's the Cape Teleport.
 

DtJ XeroXen

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I'll probably gather some info on the cape teleport this weekend.

First of all, I'm gonna make sure it works on everyone, and try to get some videos up of the timing. (The videos may take a few weeks, waiting on my dazzle)
 

Jimbo_G

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So, to perform the Cape Teleport, I'm assuming you'd have to be right off the edge, essentially capeing them from behind the moment they sweet-spot the edge?
 

Famous

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I think there's a video of it on youtube somwhere...

Hold on, I can probably find it...

EDIT: "Cape Teleport is a pretty simple, yet very hard tech to do. In fact, this has yet to be put into regular use due to how strict the timing is.

First, you need an enemy trying to get back onto the stage. RIGHT before they sweetspot the ledge, you cape 'em. If done correct, you'd see that the opponent is hanging onto nothing, and is actually turned around suspended in the air. The opponent is also momentarily stunned due to the Cape's effect, and has no invicbility frames, allowing Mario to attack, most likely gaining a stage spike.

As awesome as it sounds, the timing is insanely strict, and you must react quickly if it does work. Most of all, you have to get down there before the stun wears off, because the opponent can just jump out of it.

As said before, there isn't a regular use of it yet, but this tech can potientially be the ultimate move that can wreck all recoveries. Try to use it, and see if you can master it."

- HeroMystic

That's the Cape Teleport.


I did that to quite a few characters accidently...Doing it to Marth looks hilarious.
 
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