Fortress | Sveet
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Well, I think being more disjointed and reaching farther down means its safer and more effective, but yes I suppose, considering doc's size does that well already, it is a moot point.Saying that these are the only tactical advantages is incorrect, but we'll get there. I will acknowledge that I do not know a ton about hitbox sizes, but the difference in size is probably moot. Doc's Dair is disjointed well below him, and to my knowledge the only thing it lacks that Mario has the 'splash' hit when he touches the ground with it. Mario's 3rd hit in the jab combo is also slightly faster.
Not only is mario's 3rd jab faster, his transition from jab 1 to 2 is faster. Mario can start his 2nd jab on frame 6 of the first jab while Doc must wait til frame 14... huge difference. Also, his transition from 2 to 3 is much slower -- mario can start frame 6 while doc's is frame 16. Mario can start his 3rd jab before doc can even start his 2nd. Using this, mario is much less susceptible to CCs and shield grabs than doc.
Well, they both break CC, so doc's being stronger is moot in this case. I want to show you the difference in dsmash disjointedness though.Also, Doc's dsmash knockback is way stronger than Mario's. I will take a stronger CC move that is EASY to combo into over a situational Fsmash that needs to be spaced perfectly, is hard to combo most of the cast into, and sucks terribly if mis-spaced at all.
Also, you seem to have many misconceptions about mario's fsmash. For one, it is not too difficult or risky to space. It is one of the most disjointed moves in the game, having the sweetspot hitbox completely removed from his body.
Fsmash is 41 frames long, the same length as fox's usmash. On shield, it is nearly unpunishable due to range and push back. -18 on block, the only threats are frame perfect WD OoS -> a 3-5 frame attack (jab, some ftilts).
That wasn't really my reasoning behind doc's ftilt being better than mario's. Doc's hits 1 frame earlier, stays out a frame later, and ends 3 frames earlier.Doc ftilt > Mario ftilt. Mario's downward angle has 0 knockback. They will literally not travel anywhere. So yeah, no catching people out of their upB's, or spacies who try to sweetspot the edge with their side b's SLIGHTLY below the lip of the stage. Seeing as how his cape is way harder to gimp people with as well, Mario's edgeguarding falls way below Docs.
As for edgeguarding, i'm not really sure why cape is such a big deal. Plenty of characters edgeguard without cape. I don't understand the logic of "mario's cape doesn't hit sweetspot QED mario can't edgeguard". As Bones0 mentioned, there is the down angled fsmash. As i've been over before, fsmash is disjointed which makes it fairly safe. Admittedly, it doesn't hit too far south of the stage, but I don't think thats a big deal. The counter to sweetspots is to edgehog, not attack from the stage. Mario's cape also does go below the stage, just for the record.
Please show me a fat nair combo. I have never seen one and cannot imagine what setup doc has that allows him to float in the air for 20-30 frames before hitting with a low priority nair finisher (doc's fat nair has less priority than weak nair, btw).The Fat Nair (as in the Doc's Nair at its strongest) is way more powerful than Mario's initial Nair. Learning how to land and combo into the Fat nair is something good Doc's know how to do, and it's a powerful tool to have at your disposal. On the topic of Fsmash, I love Doc's Fsmash and land it all the time out of tech chases or mindgames or w'e you want to call them, but since that can be implied towards any move in the game, let's just ignore that point. But once again, I'd rather have Doc's dsmash over Mario Fsmash/Dsmash any day of the week.
Agree to disagree? I don't think mario's nair is a good finisher, but it isn't awful. It hits them off the stage. Doc's nair doesn't really do this, at least not as well as mario's.Doc's utilt is similar to Marth utilt, in that you can space it so that it launches someone up, or so that it sends someone out. You make it sound like Mario's utilt actually benefits him, but he has no good aerial finisher move, and his combo game out of uair juggles will typically end in a nair anyway, which is at best, mediocre. You are REALLY over stretching how good Mario nair as a finishing move is, and saying "oh but it leads to positional advantage/edgeguards"... um well so do a ton of other moves in the game, including Doc Nair, but Mario STILL doesn't have good KO tools, while Doc does.
It was more about spacing/mindgames than straight hitboxes. The fact that you can threaten the down angle from a farther angle allows for more room to feint.Also, Doc cape can ABSOLUTELY catch spacies who try to UpB diagonally down towards the ledge. I don't know what makes you think otherwise.
I didn't say anything about the range or w/e, but yeah, marth is better than mario. I don't remember saying they are the same character, i was simply pointing out similarities in gameplay.Marth does have throw -> KO move on certain characters at certain %'s, which is more than Mario can say. Oh, and he has a HUGE SWORD, is faster, has way more range on all of his moves, a way better grab. This is not a good comparison at all.
Mario also has throw->ko move, but on more characters and less specific percents (aka not spacies on FD at 50%)
I would call this apples and oranges. How often does the usmash overhead get used on an airborne opponent who is in kill percent? Rarely, I would guess. In mario's case he has the earlier kill %, while doc has more combo percents.Also, Doc's usmash is just as strong as Mario's, as long as his opponent is already in the air. If they are on the ground, then he gets the grounded hitbox, and from that a KO or a combo setup.
edit- good post umbreon. I look forward to reading through it and commenting later. I have to run, though.