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Mario Questions and Answers; Ask here first!

Omari

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There are option-selects in brawl.

Example: u-smash (to ledge/charge when opportunity presents itself)>b-air@platform ledges (enemy's in range platform/usually when enemy is@kill percent)

"Why"? U-smash becomes safe on hit (Mario's u-smash is are based, it covers either roll/spot dodge/air dodge/any air approach/clashes with most ground attacks etc. The only options I believe that works is wait (baiting) or grab (armor).)/shield (whenever your character is facing the ledge, they won't force their own slip animation which will actually give yourself three (attack/dj/tech) more options (two if there's no solid ground below you to tech) so b-air.

"Why b-air"? Despite being the forth slowest air (5 frame start-up), what b-air lacks in start-up it makes up in range/good fresh kill move.

N-air (if there's solid ground below you have to commit & if your enemy knows this they can punish you mad hard)/u-air (not sure what frame this move hits (can't be frame 4) when Mario's facing away)/d-air (no comment)

*I'm actually hypothesizing about SJP but IMO that move would seem pretty reckless..

Ripped from/Credit to Dr. Doom (2:28)

Forgot how to insert a specific time you'd like the video to start from (help please?). The whole video should be watched anyway IMO (great matches).

Note: This becomes useful because you don't automatically buffer a b-air even if you hit your enemy's shield (there's no self knock-back) or don't hit your enemy at all (remain static).
 

Matador

Maybe Even...Utopian?
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My understanding, you input 2 things at the same time and the game chooses the better option.
That's right. Depending on what the opponent is doing, one of the two options that you input at the same time will be chosen.

What Omari is describing is kinda like an option-select, but I wouldn't readily call it one...mainly for semantic purposes.

For most intents and purposes, it's used like an option select (if they shield, you get to bair them. If they roll, you probably Usmash them...) but it's not really inputting two things at the same time, is it?

The only option select that I can think of is concerning DI during an attack, since you can input something like forward smash and upward DI at the same time.

Like I said tho, it's mainly semantics. Omari thought of a pretty good one, Javon.

:phone:
 

DtJ XeroXen

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Those are not option selects. :/ That is doing a move that beats a majority of the opponent's options.

Option selects are when you do an input that does something different depending on your opponent's action. Matador had a good example, when doing upward Fsmash that is basically an option select in case you get hit, which would have you DIing upwards in that situation, which is about as far as option selects go in this game.
 

Omari

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@Med: What do you mean, "mainly for semantic purposes"? May you explain again? Your example (f-smash up (hitting/covering DI/SDI/potentially performing a tech)) was good BTW although it depends on your opponent's action.

@Xero: I'm not talking about u-smash alone. I'm talking about how you input b-air during u-smash. Reason I used this as an example is because even if you don't hit, the b-air doesn't come out. It's being buffered just in case you force yourself off the ledge of a platform if your enemy shields.

I somewhat understand how you're interpreting your version of an OS but it's not quite clear. An OS doesn't necessarily "have" to be done at the same time (there are many versions, thus making it plural not singular).

"How would you know?" I play plenty of fighters competitively/attend tourneys as I do brawl. I'm not saying you're wrong (or pointing ma finger). I'm saying there's more to it than just than input.

Take SF (4/super/AE) 4example: Utilizing high priority normals (u-smash involves buffering OS just like the example I used in a sense) that can be canceled (b-air) into. One difference is their attack versus their shield (which in brawl's case, is what you want you make your HPN safe/cancel-able).
 

Matador

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What you're describing is really similar to an option select, but it's only really do-able because of edge-slip mechanics cancelling out the end of that Usmash which allows the bair to come out faster. I guess if you're buffering bair in the time that Usmash would ordinarily be winding down, then it's technically an option select, but it's just not quite the same as a street fighter or MvC option select. It seems more like covering options well, to me.

A LEGIT one that I know of is regarding MK and Nado. Have you ever fireballed an MK during nado, and they drillrush right after they're hit? Well, instead of doing that and potentially getting punished, MK could control nado using up-left and up-right instead of just left and right + B. That way if the nado is interrupted, they use shuttleloop instead of drillrush, which is a bit safer.

Another one is concerning Zelda's upB while recovering. If she angles it correctly, she can guarantee the stage if the opponent tries to ledgehog and guarantee the ledge if the opponent remains onstage at the same time. Hard to explain without showing, but depending on where the opponent is, Zelda will land on either the ledge or the stage when recovering if she upBs correctly, making it a great deal safer.

GIMR knows a couple legit option selects in Brawl, but they aren't super significant, and there aren't many good character specific ones that I'm aware of.

Don't mean to come off condescending if I am. Hopefully I got my point across.

:phone:
 

Omari

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Thanks (explaining)/don't worry about it (speak your mind)/you're not (condescending) yet. I'm trying something different going forward.

Edit: Who's going to KTAR6 n2 weeks? I'LL B THERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! /hype

Double Edit: After an u-tilt at low %s (besides buffer & pivot grab), would anyone consider sh or fh d-airing (since it eats their shield) after?
 

SKidd

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I would keep up tilting. I've never considered anything else. What would be more damaging?




I really should broaden my horizons.
 

ThatGuy

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Dair is usually what I follow up with after Utilt. Stick with SH unless you're 100% confident they will double jump (and even then, if you whiff the SH Dair, it just means you got them to waste a jump anyway).
 

Omari

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@SKidd: More u-tilts doesn't work @ low percent unless you're anti airing. U-tilt>jab=better (you're buffering an attack that hits on frame 2 but an important question is what's the earliest amount of frames they're able to attack?) Damage isn't bad for starters but setups are much more beneficial. U-tilt>sh d-air (or pivot grab to grab limbs) was what I was experimenting with.

@TG: Do you agree with the following & would this be character dependent?
1. Characters who can grab Mario's sh d-air=fh d-air?
2. Characters who can't grab Mario's sh d-air=sh d-air?
 

Omari

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@TG: U-tilting heavy characters (u-tilt v shield=unsafe). I can't u-tilt more than once from 0% (low %) unless it's an anti air because they're able to shield the second hit. I figured grabbing, jabbing or applying shield pressure with d-air would be more effective.
 

Inferno3044

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@TG: U-tilting heavy characters (u-tilt v shield=unsafe). I can't u-tilt more than once from 0% (low %) unless it's an anti air because they're able to shield the second hit. I figured grabbing, jabbing or applying shield pressure with d-air would be more effective.
The only way you can know for sure is by testing it.
 

Omari

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You're right but I figured I'd ask since it's faster & more effective. I know for a fact that you can't go wrong with buffering jab or grab after u-tilt @ low %. My question was more towards d-airing though...
 

MasterKurei

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When im trying to recover with Mario i like to B-reversal then do the charged flud to push me back into the stage question is is that good?
 

Fire!

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That seems okay as a mix-up but that's a lot of landing lag and it's better to use FLUDD for something else.
 

SKidd

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Use FLUDD to push your opponent away from the ledge so they cannot edge-guard you.
 

Matador

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When im trying to recover with Mario i like to B-reversal then do the charged flud to push me back into the stage question is is that good?
It's usually not worth the little push that it gives. It also leaves you a tad open while you're fludding...vs some characters, you don't wanna do this at all.

Like the others said, using it to fludd an opponent back onstage so that you can grab the ledge safely is usually your best use for a fully charged Fludd.

:phone:
 

Omari

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@Master Kurei: B-over fire ball>F.L.U.D.D. works well when enemy isn't anywhere nearby (not recommended when they're close)

B-over fire ball>b-air when you discover that b-air stuffs (beats) most of their possible approaches (fire ball when b-air doesn't work=generally safer)

Cape to stall (stay out of their max range), read, bait etc (when they start punishing, stop doing it/do something else)

F.L.U.D.D. them away from when you notice they're attempting to kill (aggro)

*You'll eventually understand when to use w/e option(s) but don't be afraid to experiment meanwhile.
 

Inferno3044

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So who DOESN'T have the ol' Sleek Media outlook on things around here?

:phone:
I'm a bit offended being compared like that. But to be fair I will add c) Thatguy did work. It's a terrible MU and theoretically shouldn't be winnable. I say theoretically because it's based off the MK not having error. It's possible to win. You saw me beat an MK at Pound (even though I had a free gimp and I failed XD)
 

ThatGuy

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Hum. Inferno is correct, to an extent. zaf hadn't played in a long time (like, no smashfests for at least 2 years), so it was not particularly challenging to defeat him (sorry bro!). I just outsmarted him.
 

Matador

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It's kinda like capegliding. Basically start charging the Usmash at the same time you would let loose a cape for a capeglide.

There's a specific point in Mario's run animation to look out for, but I can't remember what it is.

If you just give it a few tries in training mode tho, I'm sure you'll pick it up. If it's not working, just vary your timing.

:phone:
 

A2ZOMG

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It is when Mario's foot hits the ground. Around frame 17-18 and every 11 frames after that iirc.
 
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