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Best options (in order of overall practicality):Guys...We all know (maybe you don't, but you will now) that Mario's worst position is facing the opponent right in front of them.
What are our best options when in this situation? Should we just retreat and SH/FH fireball? Just turn around? Give some opinions.
I believe it's call the "Fireball Spike"Fireball to D-air.
That's Fireball to F-air.I believe it's call the "Fireball Spike"
It never fails, but it's only practical in doubles. Singles relies on dumb luck and "coincidence".Question? does the "Cape ****" works perfectly in singles or dubz?
The reason why i ask this cuz i cape **** some pika player lastnight, he use down-b Thunder,
caught him mid-air and cape him again. He died @ just 54%, i lol so hard.
I forgot to save it. :/
<--Da Bess
Cape is good for:
*tricking people by turning them around
*Stalling. Either to prevent edgehogs or juggles.
*spacing (the actual move)
*reflecting projectiles
*sweetspot ledge
*edgeguarding predictable recoveries
FLUDD is good for:
*disrupting spacing to play keep-away
*edgeguarding
*disrupting edgeguards
So true & so right. *smiles*
<-- Da Bess
Because i want to. *Grins*... Why do you keep doing this?
I checked Mario's PAC and Mario's FLUDD doesn't have any true knockback growth. All the extra pushback is basically just a result from more hitboxes properly connecting.No. A fully charged FLUDD also has more "knockback" as well.
That's D-Smash being stale.hey mk dsmash me at 160% damage and i cape and stoped in mid air is dat di?
That'd be momentum breaking, but F-Smash should've killed you unless Snake was spamming it the entire time. What stage was the fight on?also snake blew me away with fsmah at 132% and i use foward arial and mario din't die like he would of is that di also?
It's as simple as doing an aerial and fastfalling. C stick down with D-air does it more or less automatically for you. But at any rate Mario is kinda floaty, so momentum canceling vertically isn't nearly as noticeable for him as for other characters.I can DI pretty well horizontally, I find DI'ing vertically is a different story. I usually end up dying early.
I don't know if it's me, or it's just Mario's lack of cancelling vertical knockback? I use u-air btw, I find d-air doesn't really cancel vertical momentum well.
I'm suggesting options, turning backward with the cape would actually be a better idea in certain situations, as in a situation where a cape stall would actually keep you from being punished where a fireball wouldn't, and then you just punish them with a Bair. Then you get back to the stage just as freely as you want.Xero if you just wanted to turn around you should fireball, this way you don't lose your cape stalls.
That would be the fastest ending aerial. For Mario, that is up air. Double jumping towards the stage after fast falling the aerial really helps at very high percents. I find down air to work better for vertical momentum canceling though.What aerial is the most likely to help me survive in terms of momentum canceling?