mario brawler
Smash Journeyman
to lazy to explain why right now but im goin with slight advantage in mario's favor for now
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I'd say they're about equal. Pikachu can't reflect our fireballs, but his bolts last longer and have a larger range. Fun glitch: cape a bolt right as it's traveling to the underside of the stage, and it'll mistake you for the stage and start circling you as if you were a block in the sky.Fireball isn't for spamming, so of course it'd be better. We can deal with his better than he can deal with ours.
Skull Bash gets him back from far distances before you're in gimping range and Quick Attack is very hard to predict when used well. The cape will wreck either of those, but you're going to have a hell of a time landing it against a good opponent. FLUDD works minorly well, but not enough to have a good chance of gimping him.Not particularly difficult to fight in the air if you use the right aerials, and not difficult to gimp. Fludd slows his recovery and cape screws it. It's about average difficulty imo.
Mario can react before Pikachu can regrab him, so no.He also has his QA lock, but I'm not sure if Mario can be CG'd by Pika.
Thunder can be used to reverse Pikachu's aerial momentum immediately, so you'll probably only land a caped Thunder once if at all.Thunder isn't nearly as much of a problem for us as it is for most other characters since we can make thunder attack Pika if caped while coming down. Also, if you cape Thunder as it hits Pika, you do a ton of damage.
Dsmash isn't as much of a problem as you'd expect. It's annoying, but you can smash DI out of it and it's easy enough to counter that they can't use it too often.Pikachu´s down smash really hurts Mario, because it comes out fast and has surprisingly long reach while Mario has short.
Pika's fsmash is as fast as ours, is more powerful, has a larger range (although our pivot fsmash might be larger), and is a disjointed hitbox. It has slightly more ending lag, but not enough to make it too dangerous to use.Pikachu´s killing moves aren´t that great against Mario: F-smash is slow and Thunder can often be reflected or avoided via DI.
Much appreciatedI have some experience fighting Pikachu, so I'll give my input.
I figure since he can't deal with our projectile but we can deal with his by sending it back at him, it'd give us the advantage in this department.I'd say they're about equal. Pikachu can't reflect our fireballs, but his bolts last longer and have a larger range.
More often than not, you can't reach a Pika charging a skullbash during recovery, but if you're close enough to Fludd, it reduces distance to 0 and makes the recovery that much more predictable.Skull Bash gets him back from far distances before you're in gimping range and Quick Attack is very hard to predict when used well. The cape will wreck either of those, but you're going to have a hell of a time landing it against a good opponent. FLUDD works minorly well, but not enough to have a good chance of gimping him.
Excellent...we don't need another one of those.Mario can react before Pikachu can regrab him, so no.
Yeah, I see what you're saying. Still, even though actually hitting Pika with it isn't an option, you still prevent yourself from taking damage and being KO'd over the top when you can't DI out of the way fast enough.Thunder can be used to reverse Pikachu's aerial momentum immediately, so you'll probably only land a caped Thunder once if at all.
Agreed, even though it's still gay.Dsmash isn't as much of a problem as you'd expect. It's annoying, but you can smash DI out of it and it's easy enough to counter that they can't use it too often.
I don't agree with it being more powerful. I live to 140% easy from Pika's Fsmash with DI, while I can kill other marios with Mario's Fsmash at 100% and sometimes less.Pika's fsmash is as fast as ours, is more powerful, has a larger range (although our pivot fsmash might be larger), and is a disjointed hitbox. It has slightly more ending lag, but not enough to make it too dangerous to use.
Agreed, but how does Pika edgeguard outside of thunder?Pikachu's electricity-reliant attacks have more priority than most of ours, but at the cost of being ever-so-slightly slower. He can mostly match Mario in the air and on the ground, and can edgeguard Mario better than Mario can edgeguard him thanks to Mario's mediocre recovery. Uthrow to Thunder at high percents is a favorite. He also beats all Mario's alt colors with his awesome goggles. In our favor, we can use aerial combos better, and we're harder to kill due to our weight.
I'd settle for even, but I dunno about adv Pika. I see it as slight adv Mario, if anything. Our ability to deal with his projectiles better than most, stop his skullbash for recovery, and KO him around 90% is generally my reasoning. Also, Pika can't kill Mario until much higher % unless hit from the edge with Fsmash or caught in thunder.I'd set the matchup at about even, maybe with a slight advantage in Pikachu's favor.
True, but it's hard to reflect if you're not expecting it, which is usually when it'll be used. I'd say being more damaging, larger, and having more utility make up for it.I figure since he can't deal with our projectile but we can deal with his by sending it back at him, it'd give us the advantage in this department.
True, but it usually doesn't help much if your opponent knows how to use Quick Attack well.More often than not, you can't reach a Pika charging a skullbash during recovery, but if you're close enough to Fludd, it reduces distance to 0 and makes the recovery that much more predictable.
It may just be the online lag, but for me the timing for caping the thunder is weird. A lot of times I'll try to cape it and take damage anyway while in my cape animation.Yeah, I see what you're saying. Still, even though actually hitting Pika with it isn't an option, you still prevent yourself from taking damage and being KO'd over the top when you can't DI out of the way fast enough.
You're right on this one. I tested it out in training mode, and Pikachu's fsmash kills Mario from the center of FD with no DI at 121%, while Mario's works at 103%. Still, it's got almost the same range as our pivot smash, does more damage, and is a disjointed hitbox. Also notable is Pikachu's nair, which kills at 135% sweetspotted, lower than any of our attacks save usmash and fsmash.I don't agree with it being more powerful. I live to 140% easy from Pika's Fsmash with DI, while I can kill other marios with Mario's Fsmash at 100% and sometimes less.
Mario can land a pivoted fsmash before Pikachu can react if he shields Pikachu's fsmash, but Pikachu can do the same to Mario. Also, you bring up something I forgot: Pikachu is faster than Mario. Not by too much, but it definitely helps.I dunno if it's a sure thing, but whenever I block Pika's Fsmash, I always end up with enough time to land a free Fsmash of my own. This is kinda cool since it's hard to hit a good Pika.
Bolts, thunder, and high-priority aerials. The better ones can sweetspot the ledge with Quick Attack for unexpected edgehogs. It's not enough of an advantage to throw the match in Pikachu's favor, but I'd say he can do it better than Mario can.Agreed, but how does Pika edgeguard outside of thunder?
Projectiles and Skull Bash aren't really pivotal to Pikachu's game, but the lower kill percents definitely factor in to the matchup. On further consideration, I'd place the matchup at straight even.I'd settle for even, but I dunno about adv Pika. I see it as slight adv Mario, if anything. Our ability to deal with his projectiles better than most, stop his skullbash for recovery, and KO him around 90% is generally my reasoning. Also, Pika can't kill Mario until much higher % unless hit from the edge with Fsmash or caught in thunder.
Alright, I suppose this is right. All of these things make Pika's neutral B much better for spamming that fireballs.True, but it's hard to reflect if you're not expecting it, which is usually when it'll be used. I'd say being more damaging, larger, and having more utility make up for it.
If they know how to use quick attack at allXD.True, but it usually doesn't help much if your opponent knows how to use Quick Attack well.
I spam it. Always works because of the time-frame you have to cape before you're in trouble. I always do that thing to help me regain control whenever knocked vertically by Pika tho. Thunder is probably the most predictable move in the game aside from Fox's usmash. Having a way to deal with it heavily reduces its effectiveness.It may just be the online lag, but for me the timing for caping the thunder is weird. A lot of times I'll try to cape it and take damage anyway while in my cape animation.
You're right on this one. I tested it out in training mode, and Pikachu's fsmash kills Mario from the center of FD with no DI at 121%, while Mario's works at 103%. Still, it's got almost the same range as our pivot smash, does more damage, and is a disjointed hitbox. Also notable is Pikachu's nair, which kills at 135% sweetspotted, lower than any of our attacks save usmash and fsmash.
Much faster with that quick attack cancelling (or whatever it's called) to get him around the stage.Mario can land a pivoted fsmash before Pikachu can react if he shields Pikachu's fsmash, but Pikachu can do the same to Mario. Also, you bring up something I forgot: Pikachu is faster than Mario. Not by too much, but it definitely helps.
Capestalls practically negate bolts and thunder for edgeguards, especially since Mario can use the ending lag to land safely. I've been Quick Attack edgehogged and it's not fun....definitely a gimp option. Which aerials does Pika use to edgeguard? And does Pika have any invincibility frames during Quick Attack?Bolts, thunder, and high-priority aerials. The better ones can sweetspot the ledge with Quick Attack for unexpected edgehogs. It's not enough of an advantage to throw the match in Pikachu's favor, but I'd say he can do it better than Mario can.
I suppose I agree, it depends heavily on whether the Mario's on the top of his game. It doesn't take much for Mario to eat a few thunders during recovery or after an Usmash or something to lose a stock. Smash DIing Pika's Dsmash is important as well.Projectiles and Skull Bash aren't really pivotal to Pikachu's game, but the lower kill percents definitely factor in to the matchup. On further consideration, I'd place the matchup at straight even.
I had to teach a few Pikachus that recovering only with Skull Bash against Mario is a bad idea.If they know how to use quick attack at allXD.
I spam it, too, but every once in awhile I'll think I've caped it and end up getting hit by it. I recall reversing it on a few occasions by caping Pikachu before the bolt even got near, but that didn't seem to work when I tried it out in training mode.I spam it. Always works because of the time-frame you have to cape before you're in trouble. I always do that thing to help me regain control whenever knocked vertically by Pika tho. Thunder is probably the most predictable move in the game aside from Fox's usmash. Having a way to deal with it heavily reduces its effectiveness.
Caping works well if you're in a position to be caping. If you're trying to recover from below, though, caping is suicidal and his projectiles become a lot more of a pain.Capestalls practically negate bolts and thunder for edgeguards, especially since Mario can use the ending lag to land safely. I've been Quick Attack edgehogged and it's not fun....definitely a gimp option.
Dair and fair will outprioritize most or all of Mario's aerials, and nair is dangerously powerful when you're trying to get back to the edge. It largely depends on the player, though. I don't know about Quick Attack.Which aerials does Pika use to edgeguard? And does Pika have any invincibility frames during Quick Attack?
It's cause the cape's hitbox isn't totally synced with the animation, there's more startup lag than it seems. I don't know, everything with Mario seems to have to do with timing.I spam it, too, but every once in awhile I'll think I've caped it and end up getting hit by it. I recall reversing it on a few occasions by caping Pikachu before the bolt even got near, but that didn't seem to work when I tried it out in training mode.
How low are we talking about? Mario's Up B gets pretty good vertical distance, plus his Up B goes through most projectiles. You can use the cape twice and still recover.Caping works well if you're in a position to be caping. If you're trying to recover from below, though, caping is suicidal and his projectiles become a lot more of a pain.
Yah, me neither. Sometimes they go for aerials, sometimes they go for projectile spam. I think all Pikachus really want to do though is edgehog.Dair and fair will outprioritize most or all of Mario's aerials, and nair is dangerously powerful when you're trying to get back to the edge. It largely depends on the player, though. I don't know about Quick Attack.
His projectile spam isn't really all that effective against Mario. Gimping Pikachu is largly about setting him up and forcing him to use quick atk near you, which can be caped. Pikachu does not have a true CG on Mario. Dsmash is annoying, but not lethal. Thunder is probally the most predictable and easy to read projectile in the game. The thing Pikachu really has on Mario is speed and priority. Pikachu isn't much faster than Mario but he still has an edge there, he's faster on the ground but his aerials come out a little bit slower than Mario's. Pikachu's prime advantage is his priority, his priority isn't vastly better than Mario's but he does have a lot more disjointed hitboxes.Pikachu a neutral match up?
Pikachu has better projectile spam, hard to fight in the air, difficult to gimp, faster, a chaingrab (maybe 2), and then there's his D-Smash and Thunder.
Any type of trajectory from which you'd be forced to use your recovery's full potential to get back. It's not exactly a common occurrence, but with Mario's mediocre recovery, it's not rare enough to leave out.How low are we talking about? Mario's Up B gets pretty good vertical distance, plus his Up B goes through most projectiles. You can use the cape twice and still recover.
Dunno, he's never seemed THAT bad to me. Not really that uphill of a battle.Snake should be on very hard match ups
I don't approach. I stay patient, and punish every little thing Metaknight does. Missed an aerial? U-air or B-air. Messed up on D-Smash? D-smash or U-smash for the kill. Preparing for a glide attack? Jump over and B-air off the stage.Not to try and get this too de-railedor off topic (or is this a place for general chat) what do you guys do against Metaknight? I usually spam fireballs, and I SPAM the cape when he's trying to recover. I'm just curious how do you guys approach/play against Metaknights?
With Pikachu, QAC is something to fear. It can be done randomnly, i's very awkward and damaging when he hits you with a follow up attack.. Thankfully i've not seen too many Pikachu's that are decent. I don't see the match in Mario's favor when I compare things move for move, situation vs situation. 65/35 in Pikachu's favor i'd say. But arent too many deadly pikachu's out there. So it is what it is. But it's potentially there.
Maybe it's just me. Pika's sick with it.65:35?? You are putting pikachu on marth level. >_> Trust me.. Pikachu is not that hard.
I play him like I'd play G&W. I go for every gimp, every combo, and every bit of damage I can even potentially get; it's that serious. I fullhop my fireballs all the time since they go over tornado and sometimes bring him out, and I don't save my smashes. The most important thing to me vs MK is damaging him at any cost and gimping if I have a remote chance of succeeding. Cape like mad when he's recovering, and expect Dsmash after every attack (even a Dsmash). DONT GET HIT and go in firmly believing you will win. Remember, if it costs you damage, even if it's more damage, as long as you hit MK in return, it's worth it....as long as it isn't significantly more damage, lol.I'm just curious how do you guys approach/play against Metaknights?
Player: *picks MK*DONT GET HIT and go in firmly believing you will win.
Lmfao. King of Mushroom kingdom > Blue kirby with letter opener.Player: *picks MK*
Me: Oh, I'm gonna beat the **** outta you!
Player: O_o
Me: Stay with MK and you're gonna get three stocked, you better counter-pick cause Mario got a 8:2 advantage!
Player: .... *picks someone else*
Ah... if only.
It has really strict timing. Your spacing has to be near perfect as well when you cape. I always try tho, the reward is certainly worth the risk in this matchup.I've seen a few Mario videos on Youtube, and when MK does his Up B, and his going for the glide attack, he uses his Cape, and it reverses him. How come every single time I do it, I get punished for it, .
But cape is useless in gimping (stupid reappearing cypher...) and he has more range, weight and strenght. Snake can also outcamp you anytime with nades and c4 and almost always stop your approach with u- & f-tilts. Definitely not an easy matchup.Honestly i dont think that snake is that hard of a match up for mario. One reason is because marios F.L.U.U.D works on snake pretty well, and you can spam him with fire bawls if your scared to approach him.
Well another topic about snake you can argue is the stage your at, Rainbow cruise for instace, i think that Mario has a advantage agenst Snake at that stage, but if you were going by number of stages that goes agenst mario then i guess snake would be the victor. Yet still he can be fludded unlike other top tiers like G&W at the begging frames of his recovery. I would say he is a counter but not a hard counterBut cape is useless in gimping (stupid reappearing cypher...) and he has more range, weight and strenght. Snake can also outcamp you anytime with nades and c4 and almost always stop your approach with u- & f-tilts. Definitely not an easy matchup.
Not really.But cape is useless in gimping (stupid reappearing cypher...)