Big-Omar
Smash Journeyman
Yea, true. Cape **** is only good in either Norfair or Brinstar, or in team brawls. I just brought it up so everyone can know.
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I've been doing this forever.Since we're on the subject of improving Mario's metagame (even the tiniest of tricks), I find that Uair is a useful edgegaurd and a good mix up. Reverse Uair is very good on opponets who recover high and regular uair on opponets who recover low. Gives us more options for edgeguarding. Anyone else use uair for edgeguards?
Try F-throw -> Fireball. It's awesome. Never use B-throw except for emergency kills.I've been reading guides for a while. So much on Cape and Fludd... and a lot of talk about Fireball but I can't get any tips out of it. Not enough on everything else.
How do you compensate for his range? I can get in, but my opponent deftly avoids my hitboxes with just movement. This pressures me into hit confirming with jab, or autopiloting aerials, then they adapt and I go downhill from there.
I do love going aggro on people though. I feel like I know what positioning I'm trying for, and I actually get it sometimes. ^_^
Wha? Pummel + Bthrow = 16%. That's good damage, and it's a chance to bait and punish an airdodge.Try F-throw -> Fireball. It's awesome. Never use B-throw except for emergency kills.
QFT. So easy to set-up team combos n **** from it.bthrow is **** in doubles
F-throw doesn't send them as high/far and has less ending lag, which gives you a better setup into aerials or regrabs.Wha? Pummel + Bthrow = 16%. That's good damage, and it's a chance to bait and punish an airdodge.
Well the reason why you save B-throw is because it's Mario's easiest KO move to Jab cancel into.The same percentage Bthrow kills is the same percentage that Utilt, Dsmash, and most of Mario's aerials KO. That, and Bthrow is likely fresh by then. I say use Bthrow as much as you can after early percentages and on select characters (Luigi for example since he offers opposition from directly above you and is punishable on descent).
I'm with you on the damage, but I can say by experience that B-throw is a terrible kill move overall. It's extremely easy to DI to the point that it doesn't kill characters like Snake till 200%, and that's at the edge. Worse yet you can't gimp nor edgeguard them since they're too high up.Wha? Pummel + Bthrow = 16%. That's good damage, and it's a chance to bait and punish an airdodge.
The same percentage Bthrow kills is the same percentage that Utilt, Dsmash, and most of Mario's aerials KO. That, and Bthrow is likely fresh by then. I say use Bthrow as much as you can after early percentages and on select characters (Luigi for example since he offers opposition from directly above you and is punishable on descent).
Seems like preference to me, but I like the damage and the chance to read them as they try to fall back onto the stage. Fthrow doesn't go as far, so that's good, but it definitely doesn't go as high as I'd like it to.F-throw doesn't send them as high/far and has less ending lag, which gives you a better setup into aerials or regrabs.
Well the reason why you save B-throw is because it's Mario's easiest KO move to Jab cancel into.
I still Dthrow Luigi, but I usually pivot grab as a follow-up if I feel like they may nair me.Against Luigi if he likes N-airing a lot, you can just D-throw -> crouch -> powershield. Or you can just U-tilt.
Like I said, Fthrow's great at lower percentages like when Dthrow's at its prime...but higher up, I'm using Bthrow. If they DI, they're way up above me...where I want them. If they DONT DI, they're offstage or close to it.I'm with you on the damage, but I can say by experience that B-throw is a terrible kill move overall. It's extremely easy to DI to the point that it doesn't kill characters like Snake till 200%, and that's at the edge. Worse yet you can't gimp nor edgeguard them since they're too high up.
Personally I wouldn't use B-throw at all unless you know you can't follow-up with an F-throw for more damage.
You can't edgeguard if they're too high (1:48)Who cares if they are off the stage high the point is they are still off which gives an edge guarding situation
I see your point now, especially with our talk about U-Smash and U-tilt. I guess I can give B-throw another shot.Like I said, Fthrow's great at lower percentages like when Dthrow's at its prime...but higher up, I'm using Bthrow. If they DI, they're way up above me...where I want them. If they DONT DI, they're offstage or close to it.
With Fthrow, I get to follow-up, usually with a fireball and a mix-up from that, which is great in its own right. However, at mid%? It doesn't offer enough stun to follow-up with anything reliable, nor does it put them at a preferable position unless you're tossing them offstage.
That's why I prefer Bthrow at anything other than low%. Fthrow is still a great throw and I use it nearly as much...but I don't feel like I have as many options after it unless it's low%.
It's not my most proud video, and the video definitely doesn't show my performance in friendlies and other pool matches, but it's the only one that's uploaded, so that's what I get. Hopefully my performance in the tourney this saturday is better.Lol, I've never seen that video Hero.
If they're too high and you can't reach them with a double jump, it is VERY HARD to hit people who fastfall airdodge or something. Or if they B reversal for that matter. Mario is a little bit too floaty to be easily punishing fastfall airdodges from extremely high altitudes imo.If they recover high, just get under them and see what they do, most of the time, if they can't cover themselves below that well, they'll just air dodge, then punish :]