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Metal Head armor Thread-The guide to defense against weaknesses

The Master of Mario

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Puff50-50??(Don't use doc)
Fox 65-35 (Fox's favor)
Falco 60-40 (Falco's favor)
Sheik70-30 (sheik's favor)
Marth65-35 (Blademan's favor)
Peach 65-35 (Peach's favor)
Luigi 55-45 (Luigi Favor)
Samus 60-40 (Samus' favor)
Ganondorf 65-35 (Ganon's Favor)

Jiggs first.

Seems like mario has these options against jiggs
Approach Short Hop Tipper D-air->Punch Combos/Up-special/Shield Grab
Full Jump Retreating D-air->D-smash/Punch Combos/Shield Grab/Up-Special
Full Jump Lcancel in air D-air->U-air/N-air higher damage percentage
Stutter Step Cape->Walking/Dash Grab (not for use when jiggs is aerial approaching)
Use Up-smash to KO though you can use Blind-U-air if jigg is high in the air.
Fireballs work if you jump early and attack from very long range
You can Dash SHFireball(3RinAIRbeforehittingground) to R cancel lag. This can be used as a spacing tool against jiggs in addition To D-airLcancel->Roll away.

B-air isn't very helpful if Jiggs DIs down and towards.
F-air is too laggy unless used to meteor smash. D-throw->F-air/B-air doesn't work at ~20% like on some chars.
Dash attack doesn't work
Up-tilt requires jiggs to be directly above mario not slightly behind or slightly in front.
F-tilt can't reach jiggs.
D-tilt is still useless.

Priority wise Punches/D-air/N-air/F-smash are best

Any criticisms/comments/advice on how to handle jiggs below
 
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The Master of Mario

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Marth Next

If Marth approaches with N-air low and close Up-F-tilt/WD-U-tilt marth approaches high and far/ Marth approaches high and closeDashed SHFFU-airL to hit feet only on marth. N-air and Blind U-air have the most KO power. Marth's F-air from Marth or mario is just asking for OOS-WD->attacks and Even OOS-N-air if he'd tries F-air to grab. N-air has a good knock back so you can use that to rush marth on platform to lead into edgegaurds. Dash Attack->( B-air OOS->(Turn around WD OOS->grab/Up-Smash OOS)/Turn around D-smash) are some more combos. U-air can be dodged with Air-Dogde-> Cape/Down Special Stall on jump->Fastfall D-air/Air Dodge. B-air is weak so marth is easist to hit below and behind or above and behind if he's aerial. You can set this up with off the wall fireballs on Pokemon Stadium and Apex Cape on stages like dreamland. Marth's love small stages but your recovery isn't bad on most of them each stage has strengths and weaknesses against marth.


If marth is trying to out range you can hit the hand arm with D-smash as well but you must be in Your d-smash's tipper range with marth's arm so marios feet which stretchs slightly up hit.
Just like with shiek dicussed later fireballs can interupt their recovery move and put them in a position where you can hit the with a charged F-smash. If their on the ledge you can eat their jump with fireballs as well which combos nicely into WD->F-smash/edgegrab.
full jump Cape using mario's Floating high out of range of F-smash and U-smash and U-Tilt can lead into FF-D-air->Dash grab D-air can beat upsmash if timed correctly N-air might cancel U-tilt if you aim for the hands. You just need to master Full Jump reversed at Apex Cape.
You really need to move fast and Reverse Cape Past Marth accurately to set up d-air without landing in u-tilt.
Depending on how much range your cape has you can also use that against marth's Ground moves. If it starts curling in it has less range but to even use this spacing is critically important.
The only Other approachs than the critical DACUS and F-tilt at >~40.
At close range Up-tilt gets you out of most moves but you must be fast but not too fast so that you up-smash which would be beat by tilts. You may clank with marth's moves in which case you should follow with up-special/Up-angled-F-tilt if high percent.

You really have to maximize the height of your jump first practice jumping and caping so you float out of range of Up-smash and Up-tilt once you have that down. What you want to do is Full Jump->At the Apex Reverse Cape(Di Towards Marth)->D-air Reverse DI and Fastfalling.
SHFF retreating Fiireball can lead into Dash Attack if they approach with proper spacing.
You can really create spacing with properly spaced early f-smashes Which at %40 lead into F-tilt->D-smash If they DI to reduce knockback to counterstrike or late D-air approach if they just fall
D-air->U-tilt-U-air is what you want to do Grab's are to lead into Jab->B-throw/F-throw->Dash attack->Upsmash
If you can get the Dash to work without pressing R and moonwalking you can approach with Dash attack cancelled U-smash
Timing is important though if marth starts to F-smash you need to release early to clank and then D-smash/F-tilt/Up-tilt/(Punch->Up-special) like Luigi
Depending on positioning and damage.
D-smash,F-tilt and U-tilt may also clank with Marth's F-smash in a pinch(it depends on if you connect with marth's outstretched arm/hand which is not disjointed)
You can also do Light Shield->SH-WL->D-smash which should Help against F-air.
Marth is weakest from below so feel free to U-Air Juggle
Rolls get caught in Marth's D-smash even though Marth can roll through yours.
Spot Dodge gets caught in Marth's neutral A combos especially into dashgrab
Unfortunately Mario's cape has less range than doc's

upload_2014-7-29_22-42-43.png


D-throw has too much lag
Up-throw is best at low percents
Damage is critical so go after Marth with grab jabs to maximize damage and refresh moves
If you want Range Go for Nuetral F-tilt over D-smash. Remember mario recovers faster with F-tilt so you can Crouch/Roll/Sheild/WD away/towards->DACUS faster.
F-throw can setup Dash attack combos
Basically wait to he gets enough percent that a F-Throw will send him into a falling animation but not too much Dash towards him and depending on if he does any thing other than roll towards you Dash-Attack
If he jumps after dash attack you can hit with another dash attack. Try to clip his jump and you might end with a F-smash. If he rolls towards you you have to wavedash backwards quickly and follow up with something Fast like (turn around) D-smash/F-tilt/Up-tilt/walking grab/F-smash/Cape
Fastfalling and cancelling falling animation is key to recovering at some distances its better to just Falling animation cancel ->Up-special rather than jump->Up-special.









_*
* ^Mario Behind marth
^Marth
 

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The Master of Mario

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Shiek next
F-air(13%) trades hits with B-air(12%)/N-air(10% max) it beats u-air.
neetles only stopped by shield and cape not reflected.(%9)
At 105% shieks only KO move is D-smash or edgegaurd and CROUCH CANCEL allows you to recover.
Whip and Nuetral B, take a long time to charge up and go away so keep the fireball coming at sheik at a far distance to slow him down
Shield->Roll can get you in range on whip and fireballs also slow him down/make him bring it out
Crouch cancel is important against shieks ground moves as DI-UP and no dI will just lead to edgegaurd.
D-smash cancel or beat most of shieks moves as well as F-tilt and unfortunately F-smash. However the chance of both moves cancelling depends on which frame you hit shiek on his d-smash.
F-air is beat by mario cape as it completely outranges it. Be careful though mario's cape seems to have the most range when mario is falling and not when mario is rising. After cape shiek may try an L-cancelled B-air If you DI out of range you can basically set up cape->F-air Lcancel->Grab Nair looses to Up-air
You can U-air juggle Sheik pretty well without platforms so I'd reccomend a stage like Final destination which is harder to ko on with crouch cancel.
If you have to trade hits with F-air not reccomended since he generally does more damage I would choose B-air but that's easily interrupted with Neetles or side special.
U-throw/D-throw combos work well here and B-throw can lead into SHFF fireball->F-smash
F-tilt is your spacing move.
D-smash KOs easiest with edgegrab.
The key is to beat shieks d-smash with yours in the early frames.
 

The Master of Mario

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Shiek next
F-air(13%) trades hits with B-air(12%)/N-air(10% max) it beats u-air.
neetles only stopped by shield and cape not reflected.(%9)
At 105% shieks only KO move is D-smash or edgegaurd and CROUCH CANCEL allows you to recover.
Whip and Nuetral B, take a long time to charge up and go away so keep the fireball coming at sheik at a far distance to slow him down
Shield->Roll can get you in range on whip and fireballs also slow him down/make him bring it out
Crouch cancel is important against shieks ground moves as DI-UP and no dI will just lead to edgegaurd.
D-smash cancel or beat most of shieks moves as well as F-tilt and unfortunately F-smash. However the chance of both moves cancelling depends on which frame you hit shiek on his d-smash.
F-air is beat by mario cape as it completely outranges it. Be careful though mario's cape seems to have the most range when mario is falling and not when mario is rising. After cape shiek may try an L-cancelled B-air If you DI out of range you can basically set up cape->F-air Lcancel->Grab Nair looses to Up-air
You can U-air juggle Sheik pretty well without platforms so I'd reccomend a stage like Final destination which is harder to ko on with crouch cancel.
If you have to trade hits with F-air not reccomended since he generally does more damage I would choose B-air but that's easily interrupted with Neetles or side special.
U-throw/D-throw combos work well here and B-throw can lead into SHFF fireball->F-smash
F-tilt is your spacing move.
D-smash KOs easiest with edgegrab.
The key is to beat shieks d-smash with yours in the early frames.
More Shiek
Mario's D-air Out Priorities Shieks U-air
F-air And N-air seeem to be the main problem with shieks High Jump Rising speed and Fast ground movement.
Edge Gaurding
If Shiek starts edge hogging you can B-air the N-air but ONLY if you hit with the tip of the feet this is hard because shiek has higher aireal movement.
Fully Charging F-smash Helps ko at 74 at the same place as DOC Yoshi's Island (Storybook)(Right->Left)
an uncharged F-smash for mario kos at 108% vs ~5 blinks fully charged Forward angled about two body lengths away tipper.
Charging your F-smash not even all the way(takes practice) is critical to KOing Shiek
Offset your Faster moves that would hit shield/spotdodge like F-tilt/Cape/Dash attack/Dash grab with a properly charged F-smash
For doc he needs to blink yellow 4 times with no di/crouch away from the center to KO. (80%)
In this image of Great Bay you can clearly see a statue to practice projectiles you should be able to hit the nose of the Statue with Sh-Fireballs and Full Jump Fireballs(SH-Pills for doc) from the first platform above to the left this helps getting low with projectiles on charachter like Shiek where is too dangerous to approach with aerials.
Pokemon stadium/Final Destination are your best bet.
Fountain of Dreams gives both players more speed if you are a better/safer WD you could choose this
Dreamland over yoshi story as the wind doubles the range of your SH reverse Cape DI towards->B-air,SH Cape->N-air, Cape->Cape which out prioritizes shieks move with proper spacing rembmber shiek has high aireal movement so it's a retreating move. Up-special ending fall gets improved aireal movement,No effect on fireballs, Standing and walking attacks lose range like shiek's Shield->D-smash or standing D-smash while you can retreat with SH-Horizontal airdodge not wave dash you keep the distance more easily with wind easier to juggle.
Avoid Battlefield Fountain of dreams and Yoshi's Story if they are fast.
Remember Your spacing moves F-tilt AT HIGH ~50% percent D-smash/Punch(combos) at low percents->Shield Grab/Short/Full Jump-N-air due to shiek's low grab for crouch you should barely see the shield come up Practice on LV9 peach If peach hits you its to slow. Shiek is heavy so you can rack up damage with U-tilt-D-smash aswell.
 
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The Master of Mario

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Nice work with all this and im not even a mario main.
Peach next and its a toughy

Basically you want to Make Full use of Your U-tilt which will help against Low aerials.

Peach's game is split into Four major Segments and you have to watch for when Peach goes into that mode

High Air Game
Fast Low height Air->Ground Game
Ground moves to damage and Outrange
Edgegaurding

Ground Moves are generally beat by a High Tipper B-air/A High Cape->FFD-air/or a high Full Jump FF D-air. SH-FFDair gets caught in smashes. If Peach SHops the dair should bring peach up to your height if you time it when peach is rising. This helps if you predict the jumps. Be sure to Lcancel the D-air. However Do not roll towards peach as it will only get caught in D-smash. D-air must be immediatly followed with fast moves Up-Special/U-tilt-Frame 5-6->U-air Juggle/Jump->Nair Frame 10N-air/Don't grab as D-smash out prioritizes it. You really need you Up-smash Fresh and it's to slow most times so you need to use U-tilt over Up-smash. You can sometimes Set Up Kos with D-air following with U-smash and this works best on Pokemon Stadium and Yoshi's Island my other choice you have the help on your recovery against low angle moves. You want to Keep your Up-smash fresh so it will KO at ~108% on Pokemon Stadium and the large stage helps against Peach's Wall of B-airs. WaveDash-Roll Helps against aerial peach beacause her run speed isn't that high and only has a somewhat rangy dash attack. If both you and peach are high in the air and she is WOP Bairing for KO you have two options Try to go over her with Cape->U-air changing mario's hitbox and Try to Charge up L-cancel-F-air and Hit only with the fist which will Outright Beat B-air or Try to outpeed it with N-air and hit above the Butt. Full Jump Fireballs Cancel her hover which is good but are completely outprioritized by some moves like F-air and B-air. Plus She does have a toad Reflection move if you get to projectile heavy. Turnips Rack Up damage and Can KO if bombs/Strong ones are pulled. Your best Tactic is to use those against her or with airdodge, or Block them with N-air/D-air/Cape. Edgaurding with Downsmash means you have to practice low ledgegrabbing with perfect timing which will avoid the Hitbox. Other edgaurding Techniques such as Turnips are countered with L-cancelled Aerial Recoveries and Cape. You have to remember that peach is very fast going Fast Low height Air->Ground Game as most of her moves Stun. You can use OOS approaches like Up-special OOS and Up-smash OOS as well as N-air OOS but be careful. That's pretty much it. If peach is on the ground don't use D-smash, roll towards,grab or dash attack because they'll be beat with d-smash. Judge your timing accurately accounting for her fastfall speed if she is low in the air. The major problem is without grabs,d-smash,(outranged f-smash), there isn't much to rack up damage so combos are critically important.
 
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The Master of Mario

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Peach next and its a toughy

Basically you want to Make Full use of Your U-tilt which will help against Low aerials.

Peach's game is split into Four major Segments and you have to watch for when Peach goes into that mode

High Air Game
Fast Low height Air->Ground Game
Ground moves to damage and Outrange
Edgegaurding

Ground Moves are generally beat by a High Tipper B-air/A High Cape->FFD-air/or a high Full Jump FF D-air. SH-FFDair gets caught in smashes. If Peach SHops the dair should bring peach up to your height if you time it when peach is rising. This helps if you predict the jumps. Be sure to Lcancel the D-air. However Do not roll towards peach as it will only get caught in D-smash. D-air must be immediatly followed with fast moves Up-Special/U-tilt-Frame 5-6->U-air Juggle/Jump->Nair Frame 10N-air/Don't grab as D-smash out prioritizes it. You really need you Up-smash Fresh and it's to slow most times so you need to use U-tilt over Up-smash. You can sometimes Set Up Kos with D-air following with U-smash and this works best on Pokemon Stadium and Yoshi's Island my other choice you have the help on your recovery against low angle moves. You want to Keep your Up-smash fresh so it will KO at ~108% on Pokemon Stadium and the large stage helps against Peach's Wall of B-airs. WaveDash-Roll Helps against aerial peach beacause her run speed isn't that high and only has a somewhat rangy dash attack. If both you and peach are high in the air and she is WOP Bairing for KO you have two options Try to go over her with Cape->U-air changing mario's hitbox and Try to Charge up L-cancel-F-air and Hit only with the fist which will Outright Beat B-air or Try to outpeed it with N-air and hit above the Butt. Full Jump Fireballs Cancel her hover which is good but are completely outprioritized by some moves like F-air and B-air. Plus She does have a toad Reflection move if you get to projectile heavy. Turnips Rack Up damage and Can KO if bombs/Strong ones are pulled. Your best Tactic is to use those against her or with airdodge, or Block them with N-air/D-air/Cape. Edgaurding with Downsmash means you have to practice low ledgegrabbing with perfect timing which will avoid the Hitbox. Other edgaurding Techniques such as Turnips are countered with L-cancelled Aerial Recoveries and Cape. You have to remember that peach is very fast going Fast Low height Air->Ground Game as most of her moves Stun. You can use OOS approaches like Up-special OOS and Up-smash OOS as well as N-air OOS but be careful. That's pretty much it. If peach is on the ground don't use D-smash, roll towards,grab or dash attack because they'll be beat with d-smash. Judge your timing accurately accounting for her fastfall speed if she is low in the air. The major problem is without grabs,d-smash,(outranged f-smash), there isn't much to rack up damage so combos are critically important.
More Peach
Your best options on the ground vs ground are WD->Jab at low percents/WD-Ftilt at high both of which cancel D-smash on tip. This can lead into Shield/Walking Grab/(N-air/Up-special) OOS. You can also do D-throw to jump upsmash/F-smash in the purple areas it's more important that you sweetspot and charge than Up angle though now. Also After landing enough damage Up-tilt->punch->Up-special/D-smash should work on crouch cancellers at 70%. the best way to rack up damage on crouch cancellers is attack them down a hill This exists only Yoshi's Story and Pokemon Stadium On Yoshi's You basically want to FF-N-air from a platform. Pokemon stadium stage switch has lots of options. You can edgegaurd peach with F-air once she is knocked off the stage by a move like F-throw,N-air,F-tilt. Your damage rackers are N-air(12%) D-air (12%) B-air(12%) UPangled-TipperF-Tilt->F-smash Up-tilt->U-air Juggle Remember peach is heavy with di so juggling only works at certain percents not ~20% like most chars. If peach is that Low You should SHwithAutocancel/(Full Hop with Fastfall)-Late frame/tech chase B-air->Nair(Lcancel)-> OOS WD->Ground game/Punch combos/OOS Nair/OOS-(Up-special high percents)(probably will get crouched but works if peach dis in at certain percents.) (this takes advanced timing to get in a Short hop also to have enough range you have to stand with your back toward peach like after a WD and the Dash without turning around to increase your air movement and SH->B-air Auto cancel N-air it's faster than peach's moves so you don't have to tech chase the same your juggles.). Also In order to beat crouch cancel the move must be fresh.
stadium D-throwUp-smashUp-angled F-smash Peach.png
stadium D-throwUp-smashUp-angled F-smash Peach2.png
 
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The Master of Mario

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Ganon Next

Ganon is sorta like shiek accept for two things he is much weaker to fireballs(fire in general) and (cape on the ground) plus he much heavier. D-smash/N-air is NOT strong enough to get him out of Crouch cancel so you'll be using alot more U-air/D-air/F-smash. Dash attack can be used to interupt his air to ground game because unlike peach even though he does outrange you with D-smash and D-tilt his aerials have more lag. This is why you can almost F-tilt/Dash Attack lock him similar to grab lock in brawl if you catch him on a laggy move. F-tilt at it's fastest speed best with a wireless controller (unknown reason) and dash attack combine to outspeed ganon with SH-N-air as a spacer. Aerials do not work as well as normal a combo game as ganon can outprioritize you in certain places from behind and above with b-air and with his Up-special. Catching ganon's jumps is more difficult than shiek but it can work with D-air or if he uses lots of B-air. Fireballs should be used to buffer your approaches you can get easy Dashed (SH/Full)Fireball->Shield/Walking/Dash Grab/WD grabs. WD->U-tilt works decently aswell and Up-smash may again be too slow. D-smash works at high percents >70-80% depending on charge. F-smash charging is the key to knocking Ganon out of charge F-smash with one blink knocks ganon out of crouch at 50% for each addition yellow blink Subtract ~4% to get when ganon will be knocked out of crouch. zero blinks will not knock ganon out at 50%. Fireballs and SHFFL-Uair->Punch->U-tilt->U-air work well on ganon. Your Grab game racks up damage with headbutts Grab release sets up F-smash. another approach you have is Dashed SH-Fireball->Cape on Ground->Dashed SH-nair-FFL->grab. Fireballs just like shiek interupt Ganon's ground game. Due to ganon's high wieght edgegaurding is how you'll get KOs most likely N-air or Blind U-air. Fast moves like F-throw, N-air will send ganon away at a lower angle(Less frames to DI) making edgegaurding easier. Cape and edgehog beat ganon's recovery as do fireballs to make him use Up-B again which can lead into edghog/F-smash/maybe N-air stage spike->edgehog/Cape. Edgegaurding IS usually Just capeing him High or low than hiting him with F-smash. You get Ganon out there with F-throw before crouch percent,Fresh D-smash after crouch percent,F-smash at any percent (risky unless he lags) and N-air Fresh with DI down(difficult).
 
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The Master of Mario

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Samus Next
Samus is like ganon treat her like a steel type in pokemon weak to fire. F-smash beats crouch at about the same percents as ganon. However samus has many more ways to deal with mario's fireballs Her punches and Neutral b/side B are the usual cancellers which lead into combos. Fireball must be aimed to hit below the knee cap to get past punchs and R/L 3 times fast Cancelled into Waveland->Roll out of range of Ground moves except grab. You can Dashed SH fire ball aswell to Lead into shield grab. B-air gives her better air to ground speed and her grab/D-tilt is used to outrange your moves. Her weaknesses are that D-smash doesn't have much range, your D-air is good against all her aerials (all but F-air). N-air ties with N-air at the Foot and your U-air beats N-air at the leg. Her weakspot is directly below/below and slightly infront. If she turns around her weakspot is slightly above directly behind. FF-Dair combos work as U-air tech chase juggles. However you must watch for her shield grab which is beat by using fireball/F-smash/Cape/spot-dodge/(Up-special away from samus) depending on your distance. It's important that you FF and L-cancel. She also has Up-special that can be used to interupt moves like Blind U-air. N-air/D-air should beat it. Her grab range and crouch cancel game seem to be the major problem. Cape her projectiles Your low angle moves N-air/F-throw/F-tilt will help you KO earlier with edgegaurd F-air/Cape/U-air from below if she is facing you L-cancel retreating D-air->SH-N-air if she faces the other way. Dash attack works on her air to ground game right into WD->U-tilt/F-smash. Cape is also a good approach as it outranges most of samus's moves on ground.
 
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The Master of Mario

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Fox/Falco next
Punches beat drill Shines.
Fox has the better aerial priority it will beat yours with B-air/N-air/D-air/U-air unless you do the right moves.
D-air->Lcancel->OOS Beats fox U-smash.
fox N-air loses to blind u-air not your forward N-air or U-air.
F-air low percents, D-smash high percents and F-smash mid percents beat crouch Fox is relatively light.
B-air ties with fox N-air.
D-air loses only at the head.
U-air ties with fox B-air.
Fireballs are reflected with shine.
Cape->walking F-tilt outranges fox.
your D-smash beats F-smash but loses if same time or slower otherwise clanks to D-smash. However this is only noticeable at close range because D-smash outranges fox's. It's better to Dashed SH FF-Dair than D-smash there.
B-air/N-air/F-tilt/F-smash/D-smash beat Up-special as fox is light.
Reverse cape beats blaster Smashes/F-Tilts/N-air beat side-B.

The only difference with Falco is that his hitboxes are bigger and he has different priority
Your Tipper N-air/B-air trade Hits with his.
Your Tipper U-air trades hits with his d-air.
Basically you have to tipper with his aerials.
he has more range on his d-smash and d-smash still beats f-smash.
Falco's U-smash is beat by d-air.
D-air beats everything but B-air which is beat by forwards U-air.
Falco also jumps differently which can throw you off combos.
F-tilt really shines here as does F-smash/Invulnerable Up-smash
WDashed approaches are more important than fox as is WD OOS Remember you have lightly/quickly press shield.
WD-Up-tilt helps aswell if falco full jumps.



Stage Selection Fountain of Dreams/Yoshi Story
 
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The Master of Mario

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More Fox

Mario can use crouching game to get in response hits on Fox's ground game or Up-Smash OOS the smashes.
Mario's fireball and stage selection are key to slowing fox down fountain of dreams will slow fox down running
Yoshi's Island allows easier edgegaurding.
Bigger stages require more skill with fireballs(fastfalling before pressing B for example in addition to aim) which can set up openings for aerials grabs or attacks.
Up-tilt->Dash attack works at low percents 27-35%
F-tilt->Dash attack can be used at ~58%
L-cancelling is critically important in this matchup as is OOS approaches.
Your most useful OOS aerial is SH-Cape->Strong Hit B-air
You edgegaurd with F-air on Yoshi's Edgehogging into SHFFL-F-air(Cape)->Grab->B-throw/F-throw on Fountain of Dreams
You need good DI and crouch cancelling to survive long but it's easier to KO.
U-air<<<U-tilt as far as combos you can only use it to space
D-smash/N-air and F-throw send them off the stage.
F-smash KOs on platforms.
Retreating D-air is your spacer it beats U-air and U-smash but it has to outprioritize twice with u-smash because its a multihit.
 

KingDozie

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Jan 19, 2014
Messages
456
To be honest man, this guy is famous now for writing these incomprehensible walls of bull****.

Like, this is the least helpful write up possible for an aspiring Mario main.
LOL
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,536
Location
The back country, GA
Chaingrabbing info would be nice, it's a very underused aspect of Mario punish game. Pretty good summary of the rules of priority, good stuff.
 

a rookie

Smash Ace
Joined
Jan 10, 2009
Messages
613
Location
Long Beach, Ca
Fox/Falco next
Punches beat drill Shines.
Fox has the better aerial priority it will beat yours with B-air/N-air/D-air/U-air unless you do the right moves.
D-air->Lcancel->OOS Beats fox U-smash.
fox N-air loses to blind u-air not your forward N-air or U-air.
F-air low percents, D-smash high percents and F-smash mid percents beat crouch Fox is relatively light.
B-air ties with fox N-air.
D-air loses only at the head.
U-air ties with fox B-air.
Fireballs are reflected with shine.
Cape->walking F-tilt outranges fox.
your D-smash beats F-smash but loses if same time or slower otherwise clanks to D-smash. However this is only noticeable at close range because D-smash outranges fox's. It's better to Dashed SH FF-Dair than D-smash there.
B-air/N-air/F-tilt/F-smash/D-smash beat Up-special as fox is light.
Reverse cape beats blaster Smashes/F-Tilts/N-air beat side-B.

The only difference with Falco is that his hitboxes are bigger and he has different priority
Your Tipper N-air/B-air trade Hits with his.
Your Tipper U-air trades hits with his d-air.
Basically you have to tipper with his aerials.
he has more range on his d-smash and d-smash still beats f-smash.
Falco's U-smash is beat by d-air.
D-air beats everything but B-air which is beat by forwards U-air.
Falco also jumps differently which can throw you off combos.
F-tilt really shines here as does F-smash/Invulnerable Up-smash
WDashed approaches are more important than fox as is WD OOS Remember you have lightly/quickly press shield.
WD-Up-tilt helps aswell if falco full jumps.



Stage Selection Fountain of Dreams/Yoshi Story
I can't tell if you're trolling or not my man. I thought these were complete troll posts until I read that dair from Falco trades w/ Mario tippered upair. That's actually true, alone w/ a couple other things. But why are you posting about them CC'ing? Why would you punish a shielded Fox upsmash w/ dair? It works, but you should go for a better punish like WD oos grab/dsmash. Btw, I died laughing at this: "Punches beat drill Shines." LOLOLOL :laugh:
 
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