• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Mario Boards: General Discussion

ThatGuy

Smash Master
Joined
Jul 26, 2005
Messages
3,089
Location
Laval-Ouest, Quebec, Canada
Actually Neko, Mario's recovery is very good. But there's no reason in pointing out if a recovery is "good" or "bad", because recoveries in general are very easy to do in Brawl and even having a 'bad' recovery is not that detrimental to the character.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
I'm not trolling. -___-

GG thinking that someone is trolling when they offer a different opinion.

I'm stating my own opinion. His options for recovery are fireballing on descent, cape, fludd, outside the standard DJ, aerial moves to project your ledge, and up B.

Fireballs, while decent, only provide so much help and how effective they are, is based upon your opponent's character choice and their position. if they're on the stage, they're not exactly helpful because of their low priority and how easy they are to extinguish.

The cape only serves to give you a postitive boost on the first cape, where as every other cape simply causes you to lose height and stall for a second. the issue with that is it gives the opponent more time to time an edgehog with invincibility.

Fludd helps, but the boost it gives in proportion risk involved as you're locked in a move for a decent amount of time WHILE losing height. You're vunerable the whole time.

Up B, can be outprioritized, or at best, traded with. disjointed aerials > mario's up B, example, marth/kirby/mk dair, d3 bair, etc.

Bair and Uair are the best choices for attack the ledge, that's only if they're on the ledge or near the in air.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
It's far from worse, but it sits solidly at the lower spectrum in relation to the whole roster, even with Brawl's hand-holding when it comes to recovery.

you've got your terribad, then you've got your mediocre, then you've got your good, and then your 2gud.
 

ThatGuy

Smash Master
Joined
Jul 26, 2005
Messages
3,089
Location
Laval-Ouest, Quebec, Canada
I'm not trolling. -___-

GG thinking that someone is trolling when they offer a different opinion.

I'm stating my own opinion. His options for recovery are fireballing on descent, cape, fludd, outside the standard DJ, aerial moves to project your ledge, and up B.

Fireballs, while decent, only provide so much help and how effective they are, is based upon your opponent's character choice and their position. if they're on the stage, they're not exactly helpful because of their low priority and how easy they are to extinguish.

The cape only serves to give you a postitive boost on the first cape, where as every other cape simply causes you to lose height and stall for a second. the issue with that is it gives the opponent more time to time an edgehog with invincibility.

Fludd helps, but the boost it gives in proportion risk involved as you're locked in a move for a decent amount of time WHILE losing height. You're vunerable the whole time.

Up B, can be outprioritized, or at best, traded with. disjointed aerials > mario's up B, example, marth/kirby/mk dair, d3 bair, etc.

Bair and Uair are the best choices for attack the ledge, that's only if they're on the ledge or near the in air.
Thank you for arguments.

Fireballs are easy to extinguish; but wait, doesn't that mean you have to direct an attack on the fireball to extinguish it? Any attack directed towards the fireball should not affect Mario. Conversely, any attack directed to Mario should be intercepted by the fireball. If the opponent remains on the stage, they should not be able to prevent you from grabbing the edge if they are preoccupied with fireballs.

The cape is not meant to be used to aid recovery directly. It's better off used for stalling below the edge if the opponent grabs it. Hell, you can sneak in 2 capes below the edge, and there is no way the opponent should be able to edgehog you every time. Using the cape beforehand is a waste in general because the stalling is monumentally more important than the distance you get.

Yeah his UpB can be outprioritized, but so can most of the casts, and from my experience Mario's UpB is one of the harder ones to come out on top from, due to it's overall powerful base priority and range. I agree that MK's Dair is tough to beat, but I would consider that an attestation to how good MK's Dair is, not how bad Mario's UpB is. I've personally never traded with Kirby's or Marth's Dair (what Marth would actually try a Dair in that situation anyways?). Yeah, D3's Bair can trade with Mario's UpB, but you can DI it and still make it back anyways.

On top of that, Mario has walljumping available O.o.

Options from the edge shouldn't be considered, as I woudn't really consider it part of 'recovery'. If you've grabbed the edge, you have recovered.

What blows me away the most, is how you say his recovery is better in Brawl+. What? He falls faster, to the point where his fireballs awkwardly sail too far above to match his trajectory, and it also affects the amount of distance he can cover horizontally. He also can't autosweetspot the edge from anywhere anymore. How is this better?

Are you saying it's bad because it's not unedgeguardable like some of the rest of Brawl's roster?
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Fludd gives amazing horizontal boost in B+. More than a Falcon Illusion, which is an amazing buff to recovery.

That and with No Autosweet spot, his up B shines more because it can poke over the ledge and push an opponent away if they fail to edgeguard.

Fireballs when hit by ground attacks reset the attack back into neutral, so its not like he's being hit with winddown lag. With aerials, they eat through fireballs, so a properly spaced aerial when mario is near the ledge can not only eat the fireball, but possibly hit mario during wind down. I've had moments where I've naired through fireballs with marth and hit mario during wind down.

Cape is a recovery tool regardless. Its recovery ability is small, and all that stalling does is lengthen the window of opportunity for mario to get edgehogged.

A well spaced dair from marth/kirby will always beat out mario up B simply due to being outranged, and their hitboxes hit mario's hurtbox before mario up b hitbox collides with their hurtbox.

D3 bair can be DI'd, but it still puts you in a bad position. a terribad one if you've already used your DJ as it makes edgehogging mario that much easier.
 

ThatGuy

Smash Master
Joined
Jul 26, 2005
Messages
3,089
Location
Laval-Ouest, Quebec, Canada
That also makes it less practical for edgeguarding then, since if you tried to FLUDD someone under the stage, you would blast yourself to death.

EDIT: Well ****, Mario's UpB would push someone away in Brawl if they failed to edgeguard.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Yea, but Autosnapping got in the way more often. I mean in B+, you can slightly overshoot up B to get the poke. If you try doing that in Brawl, you autosnap instead, and if you want the poke in Brawl, you have to overshoot by a large margin.

And while using fludd in air is less practical, NASL makes it alot more potent on stage.

lack of autosweetspot is huge indirect buff to cape and fludd so the stage spiking potential lost with fludd is overshadowed by all that is gained through the change of sweetspotting.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
That and with No Autosweet spot, his up B shines more because it can poke over the ledge and push an opponent away if they fail to edgeguard.
No autosweetspot hurts Mario's recovery. You can ALWAYS choose not to autosweetspot by holding down or away from the edge.

Cape is a recovery tool regardless. Its recovery ability is small, and all that stalling does is lengthen the window of opportunity for mario to get edgehogged.
No, stalling on reaction defeats edgehogging. That's the way it works for Fox's Reflector, and it works essentially the same way for Mario if you know what you're doing.

A well spaced dair from marth/kirby will always beat out mario up B simply due to being outranged, and their hitboxes hit mario's hurtbox before mario up b hitbox collides with their hurtbox.
Those attacks are rather easy to avoid assuming you don't fail at DI. Kirby doesn't gain much height on his midair jumps, so it's easy to see what he's going to do. Marth's spike also is not viable in any sense except against space animals and Kirby.

Mario's edgecamp game is also one of the better ones in this game, and edge game is a big factor in safely recovering.

Mario's recovery is average. He has the tools to safely recover on reaction assuming proper DI, unlike some characters like Bowser or Captain Falcon who simply cannot guarantee a safe recovery even if they DI well.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
No autosweetspot hurts Mario's recovery. You can ALWAYS choose not to autosweetspot by holding down or away from the edge.

No, stalling on reaction defeats edgehogging.

Those attacks are rather easy to avoid assuming you don't fail at DI. Kirby doesn't gain much height on his midair jumps, so it's easy to see what he's going to do. Marth's spike also is not viable in any sense.

Mario's edgecamp game is also one of the better ones in this game, and edge game is a big factor in safely recovering.
NASL only hurts Mario's recovery if you fail at sweetspotting. And even then, the priority helps him out.

Stalling on reaction does not defeat edgehogging if an opponent on the ledge knows how to time attacks and knows the MU enough as well.

If you're trying to recover, a properly spaced dair from kirby > Mario, especially if he spaces well enough to get off the footstool. It might be pretty easy to do, but when recovering, its not like mario can do anything except try to beat it out unless he's already close to the ledge or has a DJ. SDI/DI out of dair helps, but its just a matter of getting hit that kills mario.

And I didn't say anything about marth spike. Just the dair itself, spike or no spike.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
NASL only hurts Mario's recovery if you fail at sweetspotting. And even then, the priority helps him out.
No, it's the other way around. Mario's Up-B is more predictable without autosweetspotting. In Brawl, you can choose either to sweetspot or not sweetspot from any distance. You can't do that in Brawl+ period.

Stalling on reaction does not defeat edgehogging if an opponent on the ledge knows how to time attacks and knows the MU enough as well.
If this game were Melee and not Brawl, your statement would be true, but in this game, you cannot buffer ledgedrops immediately after grabbing the ledge. If you stall right as someone grabs the ledge, they are not going to punish you.

If you're trying to recover, a properly spaced dair from kirby > Mario, especially if he spaces well enough to get off the footstool. It might be pretty easy to do, but when recovering, its not like mario can do anything except try to beat it out unless he's already close to the ledge or has a DJ. SDI/DI out of dair helps, but its just a matter of getting hit that kills mario.
Mario's Up-air does in fact beat out Kirby's aerials I should point out. And I'm still assuming Mario DIs correctly and is smart about his double jump, in which case he can easily avoid punishment on reaction.

And I didn't say anything about marth spike. Just the dair itself, spike or no spike.
Still not viable. Too laggy.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
No, it's the other way around. Mario's Up-B is more predictable without autosweetspotting. In Brawl, you can choose either to sweetspot or not sweetspot from any distance. You can't do that in Brawl+ period.

I suppose, you're right. I'll concede with that.


If this game were Melee and not Brawl, your statement would be true, but in this game, you cannot buffer ledgedrops immediately after grabbing the ledge. If you stall right as someone grabs the ledge, they are not going to punish you.

I guess we're just thinking about different games as a reference point, so that would be my fault. I'll concede this as well, simply because it's true in my games.

Mario's Up-air does in fact beat out Kirby's aerials I should point out. And I'm still assuming Mario DIs correctly and is smart about his double jump, in which case he can easily avoid punishment on reaction.

I was referencing Mario up B vs Kirby dair when I said Kirby Dair > Mario. I guess I should of mentioned that.

Still not viable. Too laggy.

Not exactly. It's a matter of getting the hit out, which with dair, comes out on a respectable frame. If you get the hit, the wind down of the move is irrelevant.
colon-vee.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Black and white mario is 2retrogood.

droped fire mario for black and white, but then dropped black and white Mario Galaxy Flying Mario. Black + red > all.
 

Matador

Maybe Even...Utopian?
Joined
Jun 9, 2007
Messages
5,718
Location
Bowie, MD
I'll have to respectfully disagree with you on the majority of your points...you're informed, but you're missing a few key things about Mario's recovery in Brawl which leads your opinion askew.
Fireballs, while decent, only provide so much help and how effective they are, is based upon your opponent's character choice and their position. if they're on the stage, they're not exactly helpful because of their low priority and how easy they are to extinguish.
ThatGuy gave my counterpoint here. Fireballs, in general, are easy to extinguish; that's not a characteristic exclusive to usage offstage. The point of fireballs is mainly to distract the opponent as you approach, forcing them to react to the fireball, leaving no room for them to properly react to you as you reach them.

If they're pre-occupied hacking away at tossed fireballs, you're free to grab the ledge. It's also a great defense against opponents trying to tether ledgeguard or simply grab the ledge from the air. Also, if an opponent is on the ledge too long, fireball -> upB = free stock in most circumstances.

These are easy punishes for novice mistakes, but the fact that fireballs can set up for these kinds of scenarios makes them more than a throwaway threat offstage.


The cape only serves to give you a postitive boost on the first cape, where as every other cape simply causes you to lose height and stall for a second. the issue with that is it gives the opponent more time to time an edgehog with invincibility.
Cape does the opposite of what you're suggesting. If you feel that the opponent will grab the ledge before you can reach it, then you cape to stall the invincibility frames while they're on the ledge. If you're using it for distance, you're not using it correctly (unless it's one of those rare circumstances where that little extra distance is vital).

It's really a judgment call as well...you wouldn't cape too often vs DK or ZSS in most recovery circumstances, but vs other characters, it's perfectly safe.

Fludd helps, but the boost it gives in proportion risk involved as you're locked in a move for a decent amount of time WHILE losing height. You're vunerable the whole time.
The method that you're describing is extremely situational and the risk/reward ratio is completely lopsided. There will only be a handful of times when this will ever be a viable tactic for recovering...and since none of those times include "just to be flashy"...then it shouldn't even be mentioned.

HOWEVER, one use for Fludd that I personally like to do (I know a few other Marios utilize this strategy) is Fludd while facing forward to stop the opponent from grabbing the ledge or even approaching you before you can reach the ledge. If you know how to gauge the distance, it's pretty safe and very effective, especially vs the likes of MK.

You should try it, it's one of those things that shouldn't be remotely effective, but it works out well if you use it correctly.

Up B, can be outprioritized, or at best, traded with. disjointed aerials > mario's up B, example, marth/kirby/mk dair, d3 bair, etc.
True, but invincibility on startup > disjointed aerials. If you time your upB correctly, you can avoid being gimped by these attacks. Honestly, it's like timing Oli's downB for the superarmor (or w/e it is) to keep from being gimped, except this can result in you stagespiking your assailant.


Fludd gives amazing horizontal boost in B+. More than a Falcon Illusion, which is an amazing buff to recovery.
This is great, but it also assumes that Mario's main issue in his recovery is distance, and that giving him distance will fix his inherent problems.

This is false. Mario's issue with his recovery is that he's vulnerable throughout the entire recovery to a select few characters. D3 wrecks his recovery. MK wrecks his recovery. Marth can be a nuisance to his recovery.

This is not because his recovery has too little distance to reach the ledge, but actually due to the fact that fireballs and capestalling do little to deter them from edgeguarding, AND they happen to have much more priority in their bread and butter edgeguarding attack. This makes it easy to wack him out any phase of his recovery and very likely take the stock along with it.

This is not to say that a phenomenal recovery like Wario's or Sonic's wouldn't be better off with their long distance...but Mario can reach the stage 90% of the time. The problem is that some characters can effectively keep him away from the ledge with little risk to themselves.

That and with No Autosweet spot, his up B shines more because it can poke over the ledge and push an opponent away if they fail to edgeguard.
Do you know how much distance Mario loses without the sweetspot? It's astounding.

I suppose the improved Fludd complements this, but it's obvious which of the two that I'd rather have.

Fireballs when hit by ground attacks reset the attack back into neutral, so its not like he's being hit with winddown lag. With aerials, they eat through fireballs, so a properly spaced aerial when mario is near the ledge can not only eat the fireball, but possibly hit mario during wind down. I've had moments where I've naired through fireballs with marth and hit mario during wind down.
You're using them way too close. If you're within the range of your opponent and you're STILL fireballing, and they happen to be using a character like Marth who completely ignores the fireball with his aerials...that's just not smart.

It's like...you wouldn't fireball too much offstage vs a Zelda while they remain onstage. You're opening yourself up for Dins. That kind of negligence can't count as a demerit for the technique.


Cape is a recovery tool regardless. Its recovery ability is small, and all that stalling does is lengthen the window of opportunity for mario to get edgehogged.
Again, this is opposite of the circumstances in which you cape. You use it AFTER they get to the ledge, not before. Not only is that wasting the one good cape you have, but it's leaving you extremely open in the event that they're not going for the ledge, but straight for you.

Using it afterward makes them choose whether to come after you, try to wait out your stall (which they'll inevitably fail doing), or get back on the ledge...and there are only a few characters that can realistically come after Mario in the time it takes for him to put away his cape.

A well spaced dair from marth/kirby will always beat out mario up B simply due to being outranged, and their hitboxes hit mario's hurtbox before mario up b hitbox collides with their hurtbox.
UpB invincibility is amazing against these attacks while recovering if you couldn't have possibly avoided these highly predictable and punishable attacks beforehand.

D3 bair can be DI'd, but it still puts you in a bad position. a terribad one if you've already used your DJ as it makes edgehogging mario that much easier.
True, D3's Bair > Mario's recovery. His multiple jumps just rub salt in the wound.

Yea, but Autosnapping got in the way more often. I mean in B+, you can slightly overshoot up B to get the poke. If you try doing that in Brawl, you autosnap instead, and if you want the poke in Brawl, you have to overshoot by a large margin.
I don't see the benefit. If you don't poke them, the worst alternative is that you're doing is grabbing the ledge instead...which is what the poke is intended to assist in doing in the first place...

I believe I'm missing something.


And while using fludd in air is less practical, NASL makes it alot more potent on stage.
What's NASL?


lack of autosweetspot is huge indirect buff to cape and fludd so the stage spiking potential lost with fludd is overshadowed by all that is gained through the change of sweetspotting.
Mario's got an obscenely large autosweetspot. It adds on a ton of distance to his recovery.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
I'll have to respectfully disagree with you on the majority of your points...you're informed, but you're missing a few key things about Mario's recovery in Brawl which leads your opinion askew.
ThatGuy gave my counterpoint here. Fireballs, in general, are easy to extinguish; that's not a characteristic exclusive to usage offstage. The point of fireballs is mainly to distract the opponent as you approach, forcing them to react to the fireball, leaving no room for them to properly react to you as you reach them.

idk. maybe its the characters i play against. fireballs don't distract them enough for it to actually matter. maybe its the game i play as well.

If they're pre-occupied hacking away at tossed fireballs, you're free to grab the ledge. It's also a great defense against opponents trying to tether ledgeguard or simply grab the ledge from the air. Also, if an opponent is on the ledge too long, fireball -> upB = free stock in most circumstances.

Maybe I'm underestimating Fireballs or maybe they're just not this potent on my side of smash.

These are easy punishes for novice mistakes, but the fact that fireballs can set up for these kinds of scenarios makes them more than a throwaway threat offstage.

I agree, but imo, people with MU experience will know what fireballs are for when Mario is off stage, so these punishes wont be happening alot.

Cape does the opposite of what you're suggesting. If you feel that the opponent will grab the ledge before you can reach it, then you cape to stall the invincibility frames while they're on the ledge. If you're using it for distance, you're not using it correctly (unless it's one of those rare circumstances where that little extra distance is vital).

My thoughts on this are probably brought up on the fact that there is not lag on ledges in what I play. So stalling out invicibility is a lot less likely because they can refresh while invincible.

It's really a judgment call as well...you wouldn't cape too often vs DK or ZSS in most recovery circumstances, but vs other characters, it's perfectly safe.

I'll concede to this for the aforementioned reason.

The method that you're describing is extremely situational and the risk/reward ratio is completely lopsided. There will only be a handful of times when this will ever be a viable tactic for recovering...and since none of those times include "just to be flashy"...then it shouldn't even be mentioned.

Err. That's what I said? Or at least I was trying to say.

HOWEVER, one use for Fludd that I personally like to do (I know a few other Marios utilize this strategy) is Fludd while facing forward to stop the opponent from grabbing the ledge or even approaching you before you can reach the ledge. If you know how to gauge the distance, it's pretty safe and very effective, especially vs the likes of MK.

That is a smart use of Fludd, albeit situational, however it wouldn't apply to me.

You should try it, it's one of those things that shouldn't be remotely effective, but it works out well if you use it correctly.

Momentum from fludd in plus would hurt more than help methinks.

True, but invincibility on startup > disjointed aerials. If you time your upB correctly, you can avoid being gimped by these attacks. Honestly, it's like timing Oli's downB for the superarmor (or w/e it is) to keep from being gimped, except this can result in you stagespiking your assailant.

True. It's a timing based thing, but IIRC, invicibility on Up B doesnt overlap when the hitbox come outs, right? Or is this incorrect.

This is great, but it also assumes that Mario's main issue in his recovery is distance, and that giving him distance will fix his inherent problems.

This is true.

This is false. Mario's issue with his recovery is that he's vulnerable throughout the entire recovery to a select few characters. D3 wrecks his recovery. MK wrecks his recovery. Marth can be a nuisance to his recovery.

This is not because his recovery has too little distance to reach the ledge, but actually due to the fact that fireballs and capestalling do little to deter them from edgeguarding, AND they happen to have much more priority in their bread and butter edgeguarding attack. This makes it easy to wack him out any phase of his recovery and very likely take the stock along with it.

Which is why I don't hold his fireball and cape tactics while recovering in high regard, because their potency only does so much.

This is not to say that a phenomenal recovery like Wario's or Sonic's wouldn't be better off with their long distance...but Mario can reach the stage 90% of the time. The problem is that some characters can effectively keep him away from the ledge with little risk to themselves.

Inherent problem with his recovery.

Do you know how much distance Mario loses without the sweetspot? It's astounding.

I suppose. It's nothing to truely affect my own personal abilities to recover. Maybe its just the methodology of recovery I use.

I suppose the improved Fludd complements this, but it's obvious which of the two that I'd rather have.

obv

You're using them way too close. If you're within the range of your opponent and you're STILL fireballing, and they happen to be using a character like Marth who completely ignores the fireball with his aerials...that's just not smart.

It depends on the situation, me thinks. I chased after the Mario with Marth when he was only half way back to the stage.

It's like...you wouldn't fireball too much offstage vs a Zelda while they remain onstage. You're opening yourself up for attack. That kind of negligence can't count as a demerit for the technique.

I suppose so.

Again, this is opposite of the circumstances in which you cape. You use it AFTER they get to the ledge, not before. Not only is that wasting the one good cape you have, but it's leaving you extremely open in the event that they're not going for the ledge, but straight for you.


Using it afterward makes them choose whether to come after you, try to wait out your stall (which they'll inevitably fail doing), or get back on the ledge. There are only a few characters that can realistically come after Mario in the time it takes for him to put away his cape.

Different mechanices create different opinions.

UpB invincibility is amazing against these attacks while recovering if you couldn't have possibly avoided these highly predictable and punishable attacks beforehand.

Maybe I'm underestimating the traits of this move as well.

True, D3's Bair > Mario's recovery. His multiple jumps just rub salt in the wound.

I don't see the benefit. If you don't poke them, the worst alternative is that you're doing is grabbing the ledge instead...which is what the poke is intended to assist in doing in the first place...

I believe I'm missing something.

Maybe it's a perception thing. I think the ability poke + sweetspot at the same time is amazing.

What's NASL?

Pardon. NASL = No Auto Sweetspot Ledges

Mario's got an obscenely large autosweetspot. It adds on a ton of distance to his recovery.

Which is reflected in how far away he can grab the ledge. I know. I was just pointing out that lack of autosweetspot buffs his cape and fludd indirectly by a huge margin
Really. Lol different mechanics give different opinions and thoughts.
 

KirinBlaze

Smash Lord
Joined
Jul 22, 2008
Messages
1,719
Location
Farmingville, Long Island.
NNID
KirinBlaze
Yeah you really can't be a person who plays mostly Brawl+ Mario then come in here and try to talk about Brawl Mario.

xD

Yeah, A2, Original Blue overalls all the way.
(Y)
 
Top Bottom