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Mario

GiantBreadbug

Smash Ace
Joined
Dec 31, 2011
Messages
921
Location
Buckhannon, West Virginia
NNID
GiantBreadbug
3DS FC
5327-0910-4273
Link to original post: [drupal=5155]Mario[/drupal]





Mario, Mr. Nintendo himself, is the first on the Smash Bros. scene! It just wouldn't be Smash Bros. without Mario, now would it?
He's bringing a couple of new moves with him this time. It seems he's been up to a lot since Brawl, but he's still the strong, all-around fighter you know and love.

Mario - Special Moves

Neutral Special: Fireball/Iceball - This move stays much the same, but every other Fireball is an Iceball, like from New Super Mario Bros.! You can fire off a Special into nobody if you're setting up for a particular one to get it ready. The damage and stun is similar to the Ice Climbers' Blizzard. Just a bit of stun, and as much damage as the Fireball, and there's also a quick freeze effect.

Side Special: Tanooki Tail - The Tanooki Tail has made something of a comeback with Mario utilizing it in Super Mario 3D Land and New Super Mario Bros. 2, and it seems the ability has found its way into Smash Bros.! This move functions pretty much exactly like it does in Super Mario 3D Land. If using this while dashing, Mario keeps his momentum into the move, allowing him to run out of it as well. How seemless! This move turns foes around (like Mario's old Side Special, the Cape), but also has a chance of tripping the opponent. The move fires off rapidly, does little stun, and does just a bit of damage (again, just like the Cape).

Up Special: Luma Spin - From Super Mario Galaxy, Mario gains the ability to spin high into the air! Some of you may be upset to see the Super Jump Punch go, but this move works in much the same way. When used on the ground, Mario moves up in the air only slightly, and he also reflects projectiles (just like in Galaxy). In the air, it offers just as much recovery as the old move, but with more horizontal movement as well. This move scores multiple hits like the Super Jump Punch, but you'll knock the opponent back much more if you hit at the beginning or the end of the move. Hitting at the end will ensure the foe is in for a real "pop."

Down Special: F.L.U.D.D. - This is Mario's most radical new move change. Mastery of this move opens up a whole new range of possibilities for Mario players! After fully charging F.L.U.D.D. (and storing that charge), Mario has four options:

Neutral F.L.U.D.D.: Squirt Nozzle - This works very much like it did in Brawl, but we thought the move should do damage this time. Just like the old move, you can aim this up and down, except this time it damages opponents! Just damage, though. It still just pushes foes, it doesn't cause them to flinch.
Side F.L.U.D.D.: Turbo Nozzle - Mario dashes forward about 1/3 the length of Final Destination using the Turbo Nozzle (a bit shorter than Fox's Side Special). This does about 6-8% damage and average lateral knockback. Can be cancelled with B in case of emergency, but has cool down lag as a disadvantage. Cannot be attacked out of.

Up F.L.U.D.D.: Hover Nozzle - Mario floats in the air similarly to Peach, and can move left and right fairly quickly. If used on the ground, it's virtually useless, as Mario simply rises off the ground a bit. If an opponent is under you when you use it in the air, they will be pushed (not knocked) down similarly to the Squirt Nozzle. This move can be good for getting back to the stage in a pinch, but it doesn't last terribly long, so watch out! It can't last too long, or it wouldn't be fair, now would it? This move counts as your third jump, but you can still attack out of it (with every move except F.L.U.D.D. and Luma Spin, of course!).

Side F.L.U.D.D.: Dash Nozzle - Mario uses F.L.U.D.D. to dash forward a short distance. This one's pretty self-explanatory. This move doesn't do an impressive amount of damage, but it really knocks opponents far, and has very high priority. Use this move to power through crowds, or even to get back to the stage! Watch out, though, because if you use this move to recover, you won't be able to make any more jumps!

Down F.L.U.D.D.: Rocket Nozzle - Using this nozzle, Mario shoots a blast of water underneath of him and gets bumped up a bit. Think of this move as similar to R.O.B. and Ivysaur's down air moves. The only part of this move that does damage is the initial hit, and it only damages enemies directly below or above Mario (you should get right above an enemy's head or wait until they're directly above you to use this move). Getting this move just right meteor smashes the opponent hard, and does 10-15% damage. Enemies directly above Mario as the move is used will get knocked back a bit, and receive a little damage. The initial blast of water lasts only a brief second, and the rest of the move is all remaining momentum with very little lateral movement, making this move quite risky. Again, you can attack out of this move, so if you go out on a limb to meteor smash someone, be sure you can get back to the stage!

Remember, the F.L.U.D.D. moves can only be used when F.L.U.D.D. is completely charged. Interrupting the charge by getting hit will cause it to reset, but you can store the charge by rolling out of it to continue charging later (like Donkey Kong's Giant Punch). When completely charged, F.L.U.D.D. will stay on your back until the charge is used, and will only disappear when the move has been used. That way you'll always know whether you've charged it up! Some may feel that this is a bit much, and that it's too much to remember, but it's actually quite simple once you get the hang of it.

Final Smash: Mario Finale
When Mario's Final Smash is initiated, a Final Fire Flower appears in front of him. This must be some sort of special Fire Flower, it's eyes are glowing! Mario grabs it and assumes a power-up stance and the familiar power-up noise plays (like the taunt), but instead of growing, he burns with a deep red fire. During this time, you choose one of four directions (up, down, left, right) by pressing the direction on the Control Pad/Stick. This is the direction Mario Finale will travel. After a brief moment (but long enough to choose a direction, don't worry), Mario Finale will rush across the stage in the direction you chose. If no direction was chosen, then the Finale behaves like the fireworks from the end of levels in Super Mario Bros., randomly bursting over the screen (using the same sound effects as the ones from Super Mario Bros.) The change in Mario's Final Smash was to give it a more "Mario" feel. With all the Super Mario Bros. references in the Final Smash, it's now unmistakably Mario's most powerful move!

GiantBreadbug's Notes: Yeah, this is a really radical change for Mario, I know. This is the direction I'm going with these updates. If I feel a character needs revamped, I'll do it as I see fit. Not saying I'm expecting/really badly wanting this, but it was fun to come up with new moves. I wish I had some pictures for the Special Moves, but I'm lame and cant find.
 
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