MysteryRevengerson
IT'S A MYSTERY TO ALL
**** happened and we couldn't play, sorry everyone. One of us will post when we eventually do get matches though.
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Not against a good D3 that knows the MU. As I said if he faced Atomsk or Coney I would definitely sidebet on them. It's not that flame is bad. Just that MU is awful.No faith in flame's mario huh?
Mario vs DDD is pretty much the definition of a -4 match-up <_<Think about it. What do you think a -4 match-up entails? It's reasonable for a good Mario to lose to a pocket MK cuz that's how incredibly bad the match-up is. There are multiple things MK can do in the match-up that Mario has no answers for, and he gimps the **** out of us.
D3 is nowhere near that, even with the "infinite". Marth is prolly closer to that difficulty.
Maybe I can take the reins for this one. It's quite a ramble so good luck.Mario vs DDD is pretty much the definition of a -4 match-up <_<
MK has multiple things that Mario has no answers for? I'm curious to hear what you're thinking about when you say that. DDD has plenty of things Mario has no answers for either [MUCH more so than Marth who is frankly not that difficult at all] and DDD also gimps us just the same so I really don't understand how anybody could see that big a difference.
They do have smasher in TN it's just most people suck at this game .Who are you....@ jet300?
Didn't knew they had smashers in tennessee.
I disagree.Mario vs DDD is pretty much the definition of a -4 match-up <_<
MK has multiple things that Mario has no answers for? I'm curious to hear what you're thinking about when you say that. DDD has plenty of things Mario has no answers for either [MUCH more so than Marth who is frankly not that difficult at all] and DDD also gimps us just the same so I really don't understand how anybody could see that big a difference.
-Cape StallYou are above Dedede. How do you land?
Not really unfair, lol. I am actually picking up Mario myself, so it is kinda good for me to know. That said Dedede is always pretty weak in the air too.-Cape Stall
-Float away from DDD
-Wavebounce Fireball (legit)
Mario sucks when he's above anyone though, so that's a bit of an unfair question.
Hmmmm... I've always like FLUDD shenanigans.Aside from a cape stall and a pivot fireball wavebounce (whatever its called), I was going to suggest the release of a fully charged FLUDD to push Mario away. That could also push DDD away from you as well if you time it right or the DDD is in such a position.
For being right above Dedede though? I wouldn't say it's worth it.Aside from a cape stall and a pivot fireball wavebounce (whatever its called), I was going to suggest the release of a fully charged FLUDD to push Mario away. That could also push DDD away from you as well if you time it right or the DDD is in such a position.
Well, a pivot fireball wavebounce doesn't cover much ground either. Plus, timing for it to work is more strict too so if you input the button wrong and don't change momentum, you're caught. That seems more like a bigger risk to take. I don't see the difference in DDD cutting you off here from a FLUDD shot honestly. Elaborate on it if you desire, please.For being right above Dedede though? I wouldn't say it's worth it.
Wavebounce Fireball is easy. Practice it while allowing yourself to be knocked around by the CPU to account for situation. Difficulty is a non-issue.Well, a pivot fireball wavebounce doesn't cover much ground either. Plus, timing for it to work is more strict too so if you input the button wrong and don't change momentum, you're caught. That seems more like a bigger risk to take. I don't see the difference in DDD cutting you off here from a FLUDD shot honestly. Elaborate on it if you desire, please.
I did say if the positioning is right but really, the FLUDD could be a good mix-up instead of the usual float away/cape stall tactic. There's the possiblility of the DDD getting caught in the shot as well, which would give him decent push back and with the addition of the push back you'd receive, to help ensure a safe landing. Of course, it should properly be incorperated only if the FLUDD is fully charged. With how limited/predictable Mario is in the air, I don't see the point in shooting down a possible landing option right away. Use whatever you can until you can find a break through.
Ohhhhh, I see. I was under the impression that you guys lived close.Yeah I know, but we can't get in any matches up until then.
We don't exactly live right next to each other.
Sorry.
Yes but the wavebounce fireball leaves more room for error. All I'm saying is that its easier to screw up. It doesn't cover that much distance. If a DDD see that you'll wavebounce opposite of your momentum, I don't see what's stopping the DDD from cutting off and grabbing you. It could possibly work the first couple times but its not hard to read if expected.Wavebounce Fireball is easy. Practice it while allowing yourself to be knocked around by the CPU to account for situation. Difficulty is a non-issue.
The problem with using FLUDD while being above your opponent is no sensible opponent is going to be a position where hitting one with FLUDD is going to matter, and this would go double with DDD. Most Dededes will stay grounded vs doing a SH U-air or SH F-air or even a SH-Bair, and FLUDD shines against aerial opponents, not grounded opponents. This is why it's so good against floaty characters such as Luigi.
What using FLUDD from above will do "if positioned correctly" is provide a wall between Mario and the opponent, but it really depends on the opponent itself when it comes to that. If I remembe right, FLUDD actually doesn't stop Waddle Dees or Gordos, and there is a lot of frame usage when using FLUDD, which can guarantee you being hit.
I'm not going to say it's not an option but you have to use it when you know it'll help.
What's stopping the D3 is the fact that he's not supposed to expect the wavebounce. The most attractive thing about wavebouncing for any character is the surprise factor and the speed of it. On top of that, D3 can't really pressure us in the air...he thrives off of waiting for us to land and punishing.Yes but the wavebounce fireball leaves more room for error. All I'm saying is that its easier to screw up. It doesn't cover that much distance. If a DDD see that you'll wavebounce opposite of your momentum, I don't see what's stopping the DDD from cutting off and grabbing you. It could possibly work the first couple times but its not hard to read if expected.
It's always good to have an additional option, but Fludding and wavebouncing to protect your landing are more different than you're letting on.Even if a competent opponent is not likely to be caught in that situation, the lack of noticable difference between how much ground is covered from the wavebounce to FLUDD still stands. If your opponent is highly sensible, then landing altogether is futile. I'm just saying thay its good to add a little more to the mix.
Depends on how high you start Fludding. It MAY stop his movement for a half a second, which would be awesome, but he has to be pretty far away for him not to be able to punish you DURING Fludd.The objective is to land saftely without getting grabbed or hit offstage, resulting in a possible stock. How much FLUDD pushes the opponent away really doesn't matter. But a fully charged FLUDD at least ceases a DDD's movement on the ground, (even better if they accidently did a short hop but unlikely) I don't see how this can be a problem. It would give you some extra space and time to land and fall back. Yes, the wall as you put it. If the opponent comes to that himself? What can he do? He's not progressing. Waddledees, those are better than getting grabbed. Idk about Gordos but are you sure about waddles not being effected by FLUDD?
Definitely agree. One redeeming quality about Mario is the fact that he has a lot of options for most situations. Sure, most of them aren't very great, but they don't really NEED to be most of the time. As long as the opponent doesn't expect it, then they can't hurt you.Don't think I mean for a FLUDD shot to happen everytime you're in the air. It should be fully charged and used sparingly. If a DDD is reading all of your other options and you can't catch a break, maybe trying something different and simple will suffice. Mix it up with cape stalls, etc. Its worth a try, don't shoot it down until its been legitamately tested and disproved. You're trying to land, not push the DDD across/off the stage.
I'm personally thinking -2.I'm pretty sure we can all agree it's at least -2. But other than that not really.
Upload the videos soon.Me and 2Fast played our matches.
I think I should reword how I think about it. I think it's unwinnable in the sense that, no, Mario won't be completely destroyed, 2-stocked/3-stocked, but he just won't, win.
It's really depressing to watch Mario on the edge/off stage in this matchup.