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Not even KO power. Usmash is ridiculous and kills at about 100% fresh, but so does Mario's Fsmash. The difference is that Fsmash is disjointed and kills Fox at the same % from pretty much anywhere on the stage (maybe not FD). A little higher, Usmash kills at around 120%. Add to the fact that Mario gimps Fox pretty well; well enough for it to be considered with the rest of his KO options.In my opinion, only thing Fox has over Mario is speed for a better "keep away" game, and better KO power.
There was no discussion...they didn't even get their arses in here.shoot.. I misssed the fox discussion.. but anyways throwing quick things, OOS upb > Fox's dair "whether its full hopp or not >.>" and fireballs can gimp fox im srs, and fox's speed and alot of pivot grabs are a ****.
Sorry, all the decent debaters went MIDTERMS KILL ME.There was no discussion...they didn't even get their arses in here.
Nair drops and rising Dair off your second jump, and mostly Shine and Bair off your UpB. Ledgedrop and then rising Fair. Surprisingly, he's got a lot of options because of the way that Mario recovers.How does Fox edgeguard Mario in this matchup?
Correct.I guess Fox's Dair is decent but it really doesn't have all that great of priority.
True. He has many more gimp options.Mario definetely plays better off-stage than Fox.
I'm curious about this one. In the air, yes, most of Mario's moves outmatch Fox's. Have you also considered Dsmash and Bair? Bair kills to the side at about 120%, and Dsmash at around 100% (give or take). Just things to watch out for.Mario plays better in the air than Fox but Fox's fallspeed makes up for a lot of his shortcomings in the air. Mario has better overall KO power but Fox's Usmash is still a very good star KO move against Mario.
Dair combos straight into Usmash at killing percentages, unless you have perfect SDI out of every hit of Dair. Jab can also confirm into Usmash at a very narrow range of percentage and spacing, although I've seen it used quite effectively.I'd say they kill each other about the same time because of the power of Fox's Usmash. Its a bit easier to read though.
Explain? Usmash kills at 115% on Snake guaranteed, so I don't know where that number is coming from.A little higher, Usmash kills at around 120%.
How so? He should never be using Fsmash, Dsmash is quick and easy to fit in, and Usmash hitconfirms off of Dair.Fox can be difficult, but he's too obvious to me with his smashes.
Trust me - no one uses Shine offensively, or at least they shouldn't be. We have much better options. Jab->Grab, SH Nair, sliding shield to get into range...point being, Shine is not used offensively.Shine can be very beastly offensive wise if you are ever up against him, it's quick, and effective far as knocking you back, which is where a good Fox would want you to be.
By that point, Fox should've stopped Utilting. (Un)Fortunately, Mario is not Luigi, so Nairing out of it should never work.He can tilt some nice % on you if he get's you in a Utilt chain. It's range is somewhat decieving. You can Nair out of it at times though.
Dair doesn't combo into Usmash, it combos into Utilt; I know for a fact that Mario can use his Up B if Fox goes for anything other than an Utilt or jab. Jab cancel into Usmash isn't guarenteed either.Dair combos straight into Usmash at killing percentages, unless you have perfect SDI out of every hit of Dair. Jab can also confirm into Usmash at a very narrow range of percentage and spacing, although I've seen it used quite effectively.
Meh, Mario's real problem is that Fox's speed, smashes, and tilts work better than Mario's overall. Mario can hold his own with jabs and Ftilts but landing smashes will be a bit harder for him than Fox. Also, Mario's Up B is a great OOS shield option. Fireballs still work well because of the way Mario follows up with them but Fox reflector denfinetly can slow things down and disrupt fireball spam.Fox's ground game is better than Mario's, without a doubt. Fox is faster, has more options, and can space more effectively than Mario. Most characters have a "dead zone" in certain matchups where you can't safely employ many options, thus restricting you. Against Fox, Mario's is pretty big. Far away, you can't spam fireballs safely, and when trying to approach with them, it puts you in a disadvantageous position, since Fox can employ many of his defensive options. Also, if a fireball hits his reflector, he can instantly (1-3 frames) roll or jump out of it, making it unsafe to try that as an approach. Close in, Fox has enough spaced SH options that you can't stay too close to his hitbox - otherwise, you could eat a SH Nair/Bair (spaced so no shield grabbing possible), or a Dair, or an empty shorthop for trickery, or whatever else the Fox thinks of. This puts Mario's range at just about the tip of his Fsmash (approximately, but you get the idea, yes?). Unfortunately, this doesn't leave Mario with too many options, and gives Fox plenty of room to re-space.
Mario can follow up with an Up B from his Utilt lock. Anyway, most of Mario's ground game is based defensively using quick atks to block most moves, and punishing wiffed moves and bad spacing with smashes, the cape is an exception to this rule; Mario's ground defense options work great but his offensive options on the ground are limited.So, what about Mario? Against Fox on the ground, Mario should be using the AT called "walking." It prevents Fox from gaining too much advantage in spacing, and sure, you might eat a few damage from the laser, but shrug it off and keep on going. Be very careful with fireballs - one idea is to place them over Fox's head when you're approaching. There are a few mixups that Mario can employ out of this, so test and try it for yourself. Either way, you're helping to limit Fox's options, which is just as important. Watch your Utilt lock, as proper SDI from Fox will net you a Dair to the face after getting out of it. Dsmash is a good "get off of me" on Fox, as his range isn't exactly superb. Also, if you get a knockdown on Fox, try starting your tech chase with a fireball. Timed correctly, you can force Fox to shield - a free grab, maybe?
Midterms...Sorry, all the decent debaters went MIDTERMS KILL ME.
Let's see. I'll start with past few pages.
Your timing and aim will have to be pretty good. Correct me if I'm wrong, but Fox can't go TOO far offstage without being in danger of being gimped himself, so most of his options are done beside the ledge.Nair drops and rising Dair off your second jump, and mostly Shine and Bair off your UpB. Ledgedrop and then rising Fair. Surprisingly, he's got a lot of options because of the way that Mario recovers.
And take a look at 2:40 to 2:43. Korn would've ended the match right there without Fludd to protect my recovery. The same could be done for Fox, though probably not to that degree.Problem is that Fox can Shine-stall off the edge, which preserves invincibility frames (lege re-grabbing) and reflects fireballs, limiting your options to mostly recovering onto the stage if you save your second jump and time it correctly.
Performed at 0:58. Note: that's about half the full distance and Mario retains his DJ, so any aerial can be done from but most be DI'd back toward the stage.I'd like a deeper explanation of the cape glide, if possible, although FLUDD does hurt Fox's recovery.
I meant Mario's Usmash; no doubt Fox's Usmash is epic. Mario's kills midweights at about 135%. Fox is a bit lighter, so it should be killing him at around 120-125%, making it a much better KO option here than in most matchups. Same with Dsmash surprisingly.Explain? Usmash kills at 115% on Snake guaranteed, so I don't know where that number is coming from.
I'd have to see this in action. It's looking a bit abstract to me. It doesn't seem like any of Fox's or Mario's options are stretched, so I guess I'll go with it.Ground
Fox's ground game is better than Mario's, without a doubt. Fox is faster, has more options, and can space more effectively than Mario. Most characters have a "dead zone" in certain matchups where you can't safely employ many options, thus restricting you. Against Fox, Mario's is pretty big. Far away, you can't spam fireballs safely, and when trying to approach with them, it puts you in a disadvantageous position, since Fox can employ many of his defensive options. Also, if a fireball hits his reflector, he can instantly (1-3 frames) roll or jump out of it, making it unsafe to try that as an approach. Close in, Fox has enough spaced SH options that you can't stay too close to his hitbox - otherwise, you could eat a SH Nair/Bair (spaced so no shield grabbing possible), or a Dair, or an empty shorthop for trickery, or whatever else the Fox thinks of. This puts Mario's range at just about the tip of his Fsmash (approximately, but you get the idea, yes?). Unfortunately, this doesn't leave Mario with too many options, and gives Fox plenty of room to re-space.
I agree here.So, what about Mario? Against Fox on the ground, Mario should be using the AT called "walking." It prevents Fox from gaining too much advantage in spacing, and sure, you might eat a few damage from the laser, but shrug it off and keep on going. Be very careful with fireballs - one idea is to place them over Fox's head when you're approaching. There are a few mixups that Mario can employ out of this, so test and try it for yourself. Either way, you're helping to limit Fox's options, which is just as important. Watch your Utilt lock, as proper SDI from Fox will net you a Dair to the face after getting out of it. Dsmash is a good "get off of me" on Fox, as his range isn't exactly superb. Also, if you get a knockdown on Fox, try starting your tech chase with a fireball. Timed correctly, you can force Fox to shield - a free grab, maybe?
You probably are the most knowledgeable person of Mario that's ever come into a debate with our boards. Much appreciated, kudos, all that good stuffComment, as I know a lot of what I said above can probably be added onto and clarified; some can probably be debunked. Don't be too vicious with the debating, though - the goal of a matchup thread is to evaluate and improve what both sides can do. (Read: DON'T FLAME PLEASE I AM TRYING TO HELP AND I LOVE YOU ALL AND STUFF.)
I'll take your word for it, but from my experiences I've been able to Up B if Fox goes his Usmash.@ Judge: I'm pretty sure Dair combos into Usmash at higher %. Mario is stuck in his hitstun animation pretty long at about 90% from Dair. I've never been able to upB out.
How high? I guess I'm just being ignorant now but I'm curious. Looks like I'm the wrong person to ask about this match-up XDIt only works on high %
Lol, it's okay Judge. I'm not sure though, but it's within KO %. Around 90% methinks.How high? I guess I'm just being ignorant now but I'm curious. Looks like I'm the wrong person to ask about this match-up XD
Kind of the same for every character, but yah I know what you're saying; Mario has the tools to even the odds in a match-up because of how verstile his moveset is, not all characters can do that.The good thing about mario is that he doesn't have a horrible match-up, they're all pretty much equal ( the worst probably being 65-35 Mario's disadvantage ). This can make Mario reliable if you're more skilled than the other player.
Well, consider that was only the ground options. We still have to cover aerial, although I think gimping/edgeguarding has been done enough. Maybe I'll get a post up tomorrow? But thanks.You probably are the most knowledgeable person of Mario that's ever come into a debate with our boards. Much appreciated, kudos, all that good stuff
Anywhere from 50% upward, actually. (Approximation.)How high?
Depends. If the Usmash is buffered correctly, then no. But if he slips up, then I think you can squeeze 3 (?) frames into there, although I don't know the frame data for UpB to come out.I'll take your word for it, but from my experiences I've been able to Up B if Fox goes his Usmash.
Eerily enough, that works here.Kind of the same for every character, but yah I know what you're saying; Meta Knight has the tools to even the odds in a match-up because of how verstile his moveset is, not all characters can do that.
Ok, makes sense, and yes, Mario's Up B comes out in 3 frames.Depends. If the Usmash is buffered correctly, then no. But if he slips up, then I think you can squeeze 3 (?) frames into there, although I don't know the frame data for UpB to come out.
Really? Will need to test, then.strange.. Im always able to escape Fox's Dair>Usmash until i get to 100%-139%
It is the most telegraphed, yes. But you will see it being thrown out at lower percents, occasionally. Why? All Fox has to do is use 10 moves, and Usmash will be ready and roaring. It's usually easy enough to fit that in. Just something to keep in mind.Usmash is the most telegraphed move Fox has. He can't hit me with it unless im around KO %
Fox's racking up damage game is just as good as Mario's from what I believe. Dthrow to Fairs if you read Mario's DI correctly, is quick % from there. Of course if he does land a Dair, it'll be followed up with utilts whichs makes mario most likely 40%s.How is Fox racking up damage in this matchup? Mario has quite a few true combos because of Fox's fall speed.
Oh? Fox's Bair and Nair are quite potent , Fair is pretty good (will usually land at least 2 or 3 hits, all of them if you're not careful to SDI properly), and Dthrow sets up for some good aerial tech chase. Blaster isn't really for racking up damage, by the way, but the extra few percent doesn't hurt.Seriously though, Fox really doesn't have much else for racking up dmg besides Dair.