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Notes on Mario Differences

DunnoBro

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Dthrow Combos are severely nerfed at low percents. Uthrow actually seems superior for consistent damage racking at low-mid percents vs the majority of the cast. Though with the damage increases, mario's damage potential off grab is likely only notably nerfed at high-very high percent.

Uthrow > Dair/Uair/Bair still work. Uthrow > Dair > Fair seems harder though.

With the changes to Fthrow's Angle, and Airdodge changes, Fthrow > Fludd seems like a decent edgeguard set-up. A guaranteed iffy situation. (either they lose all momentum, or laggy airdodge and easier to edgeguard. Maybe baitable?)

Due to this, there may be DI mixes with Dthrow. If they DI in to let the old Uair/Uair/Upb combo connect, it'll definitely kill more consistent than in smash 4. And DI out makes Fthrow > FLUDD much more dangerous.

Currently Mario's only main glaring weakness is his ability to punish ledge jumps. However, with the changes to airdodge, it may be possible for mario to consistently FLUDD people offstage and force a regrab. You could certainly do this in Wii U, but only characters with poor air acceleration could legitimately be forced to regrab. Airdodges also mitigated the push effect.

The only real worry about mario's viabiltiy at this point hinges on how much BETTER the rest of the cast functions. As things are, Mario functions extremely well. And it's hard to imagine him lower than high tier.
 
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DT Raw

Smash Cadet
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Jun 15, 2018
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61
Did u notice any frame data changes on mario besides he universal lower aerial landing lag?
 

DunnoBro

The Free-est
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Nov 28, 2005
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DunnoBro
Did u notice any frame data changes on mario besides he universal lower aerial landing lag?
Cape definitely seems laggier on start-up/endlag, but range might be greater?

Fair has signficantly less landing lag. Might make it a decent landing/ledge coverage aerial in a pinch.

Dair also seems to have a sped-up animation. It almost looks like single-hit now. But start-up/endlag seem about the same.
 
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