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THE Mario Guide (LEDGE TRICKS/PLANKING FINISHED [i think])

Mario_ 101

Smash Ace
Joined
Dec 31, 2007
Messages
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Introduction:

I've made this thread because it has been brought to my attention that there is no real Mario game guide in these forums. Well now there is.
Anyways, this will be the ULTIMATE Mario guide because I'm letting EVERYONE add to it, give some ideas, suggest to take away some things, w/e. Just post what you want to add in this thread, and as long as your suggestion isn't something stupid, I'll add it in.

I'll start off:

Yeah, my name is Mario_101, and this is my very first guide, so yeah.

Table of contents:
1. Why use Mario?
2. About Mario
3. Smash terms
4. Mario’s moves
5. Mario’s matchups
6. Strategies and Combos
7. Stages
8. Classic mode
9. All Star
10. Target Test
11. Homerun Contest
12. Multi-man Brawl
13. Boss Battles
14. Items (only those that can be found in competitive gameplay)
15. Mario VS. Luigi (in terms of stats, not matchup of Mario VS. Luigi)
16. Ledge tricks/Planking (Ledgecamping)
17. Misc. Section
18. HeroMystic section
18a. FLUDD guide
18b. Cape guide


Mario_101 Section
________________________________________________________________________
1. Why Use Mario?
Mario is a balanced character... sort of. He has a projectile, a reflector, the ability to wall jump, FLUDD, but most of all, he is a combo master/master gimper. Mastering him is hard and time consuming, but can be well worth it.
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2. About Mario​
Mario is a F-tiered character in brawl. He's a lot different than the rest of the cast of Super Smash Bros. Brawl in that sense. He is pretty famous from his games and if you haven't heard of him then i don't know what to tell you. _________________________________________________________________________
3. Smash terms​
I’m going to be abbreviating some things I say in this guide, and others you might not understand if you’re new to the Smash Bros. series.

Attacking: This term is pretty simplistic. For all the standard attack moves and throws abbreviations in the game, I’ll post them here.
d tilt=down tilt
f tilt = forward tilt
u tilt = up tilt
f smash = forward smash
d smash = down smash
u smash = up smash
u air = aerial up attack
n air = aerial neutral attack
b air = aerial back attack
f air = aerial forward attack
d air = aerial down attack
d throw = down throw
u throw = up throw
b throw = back throw
f throw = forward throw

Advanced Techniques: AT for short, advanced techniques are such like dash dancing chaingrabbing and such things that casual players don't usually know about.

Breaking reflectors: Break an enemy’s reflector by keeping on hitting them with projectiles by keeping on doing it.

b-sticking: Putting specials on your c-stick, mainly for different results than usually possible.

bat dropping: Technique most oftenly used in the Home Run Contest for throwing the homerun bat item down then following with a meteor smash for extreme damage.

c-sticking: The use of the c-stick for attacking.

Camp: When someone camps, they are staying in one spot and not moving positions, usually in a remote area spamming projectiles.

Cape Glide: When Mario runs up from the stage to the ledge, if he capes right between the time of him running and falling off the ledge, he will get a GREAT boost of momentum horizontally in the air. This a good tool for edgeguarding/gimping. Don't get too carried away with this though.

Cape stalling: When hanging from the ledge, cape away from the stage. This is a good fake out and can be used to get extra invincibility frames.

Crawling: Mario can’t do this, but this involves crouching, but angling the analog stick so you can crouch while moving.

Chaingrabbing: Grabbing repeatedly and using grab attack to rack up damage. Mario can do this to Mr. Game & Watch.

Chainthrowing: Mario can't do this in BRAWL, but others can. This is done by grabbing into a throw and repeating the process. Some are infinites, some only go to certain %'s.
Dash Attack Cancelled Up Smash: DAC. A cancelled dash attack that is turned into an up smash. C-stick Dash attack to Z Upsmash is Dash attack cancelled up smash.

Dash dancing: Moving the control stick back and forth at the start of the dash frames to make Mario run back and forth in a VERY short area. Good for mind games.
Eating while reclining: When you miss a tech and land down, you can eat the food item in addition to standing up and doing it.

Footstool Jump: A jump that you can do on enemies to meteor smash them. Good for gimping your foes when they're using they're second jump. Fox Trotting: Dashing for a moment then stopping, but not going backwards. Good for sudden stops w/o lag and can be good for mindgames sometimes.

Frame: Animations in their simpelist form.

Glancing Blow: AKA Phantom hit, sometimes when your attack is extremely close from missing your opponent, you only give off half-damage and 0 knockback.

Hoop damage: The damage you take for being magnified off-screen.

Infinites: Moves that when done a certain way and/or with a certain character against another can lead to an unescapable death until the person doing the infinite is hit somehow, screws up, or decides to stop. King DeDeDe has an infinite chainthrow on Mario.

Jab canceling: Jabbing, then following with another attack. The jab makes your opponent flinch so your next attack becomes safer. Mario's jabs are good for this.

Knockback: The term used to describe the amount of distance an attack sends a player.

Mario: Fat spaghetti-eating plumber that will gimp you.

Meteor smash: An attack that sends your opponents in a downward trajectory. This is sometimes also referred to as spiking.

Mini jumps: AKA short hops, tapping the jump button real fast so you jump with half the height for quicker and less obvious attacks.

Perfect Shielding: AKA powershielding, when you shield an attack within the first few frames, you get no damage to you or your shield and this easily allows you to counterattack.

Pity Final Smash: When you’re losing by a lot, your character will sometimes respawn after dying as if they had obtained a smash ball, even if all items are off.

Pivot grab: When attempting to grab while dashing, press back to grab backwards with more grab range!

Planking: Camping in a way so that the "planker" is abusing invincibility frames. Plankers can be hard to get off the ledge since all they do is stay there. Mario is pretty good at planking as a character, although most tournaments say that planking is stalling, so it is therefore banned if used excessively.

Sandbagging: Attempting to play at a lower level for deceiving your opponent to think your weaker.

Stale-move negation: By repeating the same move repeatedly, it gets weaker in damage % and knockback. SO MIX DIFFERENT MOVES INTO YOUR
GAMEPLAY! IF YOU DON’T, THEN YOU’RE A FREAKIN’ N00BZOR!!!! lol...

Stalling: As defined by the SBR: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 300% has been reached so as to prevent excessive stalling.

Swimming: When your in the water, you automatically swim. Don’t stay in for too long or you’ll drown.

Tether Recovery: A move that allows people with whips, clawshots, ect. to help recover. Mario doesn’t have one.

Ukemi: AKA teching, this allows you to roll out of the falling animation as you head toward the ground from the air (you can ukemi on walls and the ceiling too!). You do this by pressing shield button when your about to land or get pushed into a landmass from an attack's knockback.

Wall clinging: Another thing Mario can’t do. This is done by touching the wall while falling, but moving the analog stick toward the wall to cling. You can wall jump once wall clinging.

Wall jumping: Jumping off a wall by touching it while falling and moving the analog stick in the opposite direction of the wall.
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4. Mario's Moveset

This is a list of all of Mario’s moves and what they can be used for. Remember that NONE of your moves are useless.

Punch, Punch, Kick 3,2,4%
This is your A,A,A attack. Good for racking up damage and setup for combos. You can also use your jab (first attack) to setup for grabs and smashes if you want to make your opponent flinch before. You can also use the first two hits in jab locks, but the first hit mainly.

Slide Kick 9% first frames, 7% afterwards
A high-risk, high-return move. Laggy if it misses, setting you up for easy kills by foes. If it hits though, it can start combos and sometime set up kills. Hit at the beginning and you knock your foe into the air, usually behind Mario. After that you’ll lose knockback and your foe will just fly straight.

Sweep Kick 5%, 7% sweetspotted.
D tilt. This attack is mario’s worst move no doubt. This is best used as a fakeout move.
To get sweetspot you have to be as close to your foe as possible.

Roundhouse Kick 8%
F tilt. Good for poking at your foe and comboing. This is also a decent kill move if nothing else works, but there are so many other options to kill. Also a good setup for kills.

Uppercut 7%
Quick, tacks on 7%, and juggles most characters at least three times, and really racks up damage on heavies. Also has good range. After juggling with the move, it can still be used to start combos. Once your foes damage gets too high though, it becomes fairly useless (you can kill at very high percents, but use it only if nothing else works for the kill.)

Head Smash 14-19%
U smash. A good combo move at low percents, and a killer at around 150%, depending on your foe. A unique thing about all U smashes is that you can use them while running to gain some extra momentum. The up smash has a sweetspot (back of head).

Fire Punch 13-25%
F smash. Your most powerful killing move. To get max knockback from this, you’ll need to sourspot it so your foe is within grabbing range. The sweetspot, (the fire) does more damage than the sourspot even though it has less knockback. The best way to hit your enemy with this is by setting them up for this as a combo finisher through mindgames, or simply predicting the foe's movements. When aimed up does 25%, and when aimed down 23%, both fully charged.

Power Sweep 12-21%
D smash. A good kill move. It has some power and is very quick. Like most D smashes, this is double-sided, and the front of the attack does more damage/knockback than the back. Good for catching rolling-happy foes.

Jump Kick 10% first frames, 5 afterwards%
N air. This doesn’t really have that much kill potential, but if you want as much knockback as possible, try to hit your opponent with this the second you press the button (which is the sweetspot). Doing this will also give more damage than waiting a couple seconds after initiating this attack to hit your target. This is a combo move and has a bit more priority than mario’s other aerials, so it is also good as an approach.

Mario Tornado 1,1,1,1,1,7%
D air. If you played Melee or the original, you’ll remember this as a special move, and Mario’s D air of the past as a spin kick. In this game, it can sort of work as both. If you finish this move in the air, your foe will go flying up leading to potential combo opportunities, though if you land while your using this your foe will get knocked away a little, leading to maybe a d smash or an f tilt.

Jump Punch 12-13%
F air. A two-part attack. The first part is when you’ve just entered the command in for Mario to attack. His fist should be near his head. This sends enemies forward and does 12%. The second is a bit later, does 13%, and is a meteor. To master this move, you’ll have to learn the timing for this. The bad part about this move is that if you short hop into this, it has a bit of lag that can be taken advantage of by enemies easily. Use this move wisely. Mindgame and/or setup foes if you really must use this.

Drop kick 12%
B air. One of Mario’s most used moves. This a killer at higher %’s, and a GREAT combo move. This is also a very quick move, so you can semi-wall of pain with this. Use this move a lot. It’s also a good edgeguard move. You can get two of these in a Short hop.

Bicycle Kick 11%
U air. Another quick aerial. This is one of Mario’s best combo moves, if not his best. This move is a great damage racker and two can be in a Short hop, or mixed with a b air in a Short hop. Scroll down to the Strategies section to read more combinations of aerials Mario can put in a single Short hop.

Headbutt 3%
Mario’s grab attack. Good for inflicting a little extra damage before going for a throw. The more your foe is damaged, the more headbutts you can let in and get away with. Don’t get greedy and miss out on actually missing out on the throw damage from you waiting too long to throw and your foe getting out of the grab.

Upward throw 8%
U throw. As its name suggests, it throws foes upward. Good for comboing at low %’s or when you have a platform above you. Mario’s down throw is a much better option though. Good as a mix-up at best I suppose.

Ground toss 6%
D throw. Throws foes downward. Better for comboing most of the time than U throw.

Forward swing 9%
F throw. Ok for comboing and good as a setup for a kill.

Spinning toss 12%
B throw. Very powerful throw. You can actually kill with this thing, or at least get your foe offstage with it.

Fireball 5%
Neutral B. This is the one move that you can spam with from a range without reprocussions. This move can help you approach someone by firing one or two fireballs, then following up with your actual attack. You can also use this to hurt you foes recovery, mainly by destroying their double jump. You can also use this when recovering to discourage your foe to edgeguard. The list of uses for this move goes on and on.


Super Jump Punch 5,1,1,1,1,3%
Up B. You use this to recover as your last step. Pretty simplistic. To do the most damage with this, you’ll want to be close to your enemy. This move has a TON of priority, so it’s a good combo breaker. This can also be used to kill, or even edgeguard, but that seems situational. And as for sweetspotting (getting the edge without finishing the move), you can cancel it by holding down on the control stick while using this.

Flash Liquidizing Ultra Dousing Device (FLUDD) 0%
Down B. The main use of this should be to hurt your enemy’s recovery. This lasts longer and has a lot more distance when charged up, so make sure to charge it up after you kill your enemy, and don’t taunt unless this is charged up. You can also use FLUDD for FIHL, aka FLUDD induced hitlag, which makes some of your opponent’s aerial attacks lag leading to you getting a possible counterattack provided you have enough time from the lag they recieve from the water hitting them while their hitbox is still in midair. You can aim this using the control stick, but I recommend you practice using this in training mode before using this in actual gameplay.

a list of the projectiles that F.L.U.D.D. stops found so far:

*All of Diddy Kong's projectiles (Peanut Popgun and Banana Peel)*

*Ice Climbers' Ice Shot*

*King DeDeDe's Waddle Dee Toss*

*Most of Link's projectiles (Hero's Bow, boomerang but not the tornado, Bomb)*

*Lucario's Aura Sphere until about halfway charged*

*Lucas's PK Thunder*

*Luigi's Fireball*

*Mario's Fireball*

*Mr. Game & Watch's Chef*

*Ness's PK Thunder*

*Olimar's Pikmin Throw*

*Peach's Vegetable (Turnips, Beam Swords, Bob-ombs, Mr. Saturns)*

*Pikachu's Thunder Jolt*

*Pit's arrows*

*Ivysaur's Razor Leaf*

*R.O.B.'s Gyro until about halfway charged (The F.L.U.D.D. can still avert the trajectory of the gyro even if the gyro is charged more than halfway)*

*Most of Samus's projectiles (Charge Shot until about halfway charged, Missile but causes it to explode, Samus's Bomb but causes it to explode)*

*Snake's Hand Grenade and Cypher (The Cypher camera when Snake releases it)*

*Sonic's spring from the Spring Jump (Only cancels out the spring as a projectile in the air)*

*All of Toon Link's projectiles (Bow, Boomerang, Bomb)

*Wario's Wario Bike (Only stops the bike as a projectile; stops the bike and bike parts)*

*Yoshi's Egg toss*

*Zero Suit Samus's Power Suit Pieces*


Things are not sure about:

*Ivysaur's Bullet Seed (I don't think F.L.U.D.D. does anything to it but I'm not positive)*

*Snake's Usmash (I don't think F.L.U.D.D. does anything to it but I'm not positive)*


Notes:

*F.L.U.D.D. goes through non-item projectiles it has priority over while simply stopping and pushing away item projectiles*

*Some projectiles simply go through the F.L.U.D.D. without affecting the F.L.U.D.D. itself including Falco's Blaster, Fox's Blaster, Wolf's Blaster, and Sheik's Needle Storm*

*King DeDeDe’s Waddle Dees can also be pushed away while they are on the ground*

Cape 6% in air, 8% on ground.
Forward B. Use this to help your recovery after double jump, then up b. Cape is also mainly used to reflect projectiles or to gimp your opponent's recovery. Other uses are for stalling in the air, hurting your foe’s recovery, breaking enemy combos, screwing your enemies aerial game up, ect. Definitely a move to totally throw off your opponent. This move works well with FLUDD for gimping. When using it to recover though, I’ve seen new people to Mario continually caping thinking the more they cape the more it will help they’re recovery. This does NOT work. The only time I’d continually cape while recovering is to avoid being ledgehogged or gimped/edgeguarded.

Mario Finale 15-40%
Final Smash (neutral b after attaining smash ball or pity final smash.) When Mario uses this, he releases twin dragons of flame that engulf the stage. This is best used after jumping or on a platform so you get your opponent. If they try to dodge it by jumping over it, fake them out by jumping so you get them when they’re coming down. Also try to be very close to your foe at the start of the move so there is a higher chance you get them in the flames.
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5. Mario's Matchups​


http://www.smashboards.com/showthread.php?t=174907

anyone wanting to see the matchup list i had before go here: http://allisbrawl.com/blogpost.aspx?id=10180
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6. Strategies and combos​

A good way to get a grab on the opponent using Mario is to go for a jab → grab... or do two jabs instead of one, but never do the kick you get from ending of the jab combo. You can do double jab → pause → jab → another attack. Jab →d smash works well also. The reason though that jabs are important for setups is because of how fast it is, and how well it works into getting into combos and such.

Here's a list of all the things Mario can do in double/triple aerials that he can do out of a SH:
Uair to Uair

Uair to Nair

Uair to Bair

Uair to Dair

Bair to Uair

Bair to Nair

Bair to Bair

Bair to Dair

Dair to Uair

Dair to Nair

Dair to Dair

Cape to Fair

Cape to Uair

Cape to Nair

Cape to Bair

Cape to Dair

Uair to Cape to Uair

Uair to Cape to Nair

Uair to Cape to Bair

Uair to Cape to Dair

Instant Ledge Grab: When on the stage and running to grab the edge, the second you go off use cape and cape torwards the stage for a faster ledge grab.

Jab lock: When you're opponent misses a tech, you can jab them (use 1st and 2nd jab, but not the kick) all the way across the stage or against a wall until something happens or you screw up. This is an infinite, but can be slowly DI'd out of unless there's a wall.

Semi-wall of pain: This combo is done by a sh backflip -> B air, and keep repeating the process.

dashattck>upsmash (only works at the low percents)

uptilt>upair (many uptilts /upsmash can be done)

fireball>dthrow>upair

fireball>downsmash

fireball>nair>downsmash

Fair>jablock (works around 60% if your opponent doesn't tech)

Upsmash>upsmash>upair>bair(many variations)

fireball>nair>dtilt>downsmash

fireball>nair>ftilt>studderstep fsmash

fireball>dair?

man fireballs are really important for combos and for approaching

True combos: D-throw -> Up-B (not worthwhile, only low percents, and several of the hits on the Up-B won't hit)
U-tilt chain counts as a combo on some characters like Fox
U-air blind occasionally gets 2s on the combo counter if I recall
D-air -> any double jumped aerial (except F-air) at low percents is a true combo
U-air -> Up-B (seems to work better if you hit with the last part of the U-air, THEN reverse Up-B before you hit the ground, but it's a bit tricky)

Other combos: Up tilt chain → up b
SH bair → up air → grab
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7. Stages​

http://www.smashboards.com/showthread.php?t=198878

Anyone wanting to see what stages to choose against which character when using Mario, click here:
http://www.smashboards.com/showthread.php?t=213129
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8. Classic mode:​
Intro: Classic mode is different each time you play, unlike All-star. Each time you play you might have different characters you fight against, different types of matches, and with the difficulty increased, the harder it is to kill/hit the CPU’s, or a different type of match. Always use up special, d air, or b throw in 10v1 matches. I recommend you take a look at the matchups segment of this guide if there is a character you help against in Classic.

Stage 1. You’ll either be fighting against Link, Zelda/Sheik, Ganondorf, or Toon Link at Bridge of Eldin or Pirate Ship in a 1 vs. 1, or you’ll team up with one for a 2 vs. 2. In teams, the lower the difficulty, the stronger you partner. At any rate, just try to kill all your enemie(s). In teams on higher difficulties, your partner probably won’t last too long so inflict as much damage as possible and go for the kill and then assist your partner if he wasn’t pwned first. On Pirate ship, you can use can cannonballs to inflict damage by knocking enemies near where their being shot, and grab them and hold on to kill them the cheap way near the slingshot. At Bridge of Eldin go for a sideways KO or meteor smash them down the center.

Stage 2. You’ll either be teaming up with DK and Diddy to fight a giant Yoshi or teaming up with Yoshi to fight DK and Diddy. When fighting Giant Yoshi, use u tilt a lot (I think you can even chainthrow him) and assist the apes. This will be at Yoshi’s Island so you can get pwnsome combos. Teaming up with Yoshi you’ll fight the two at Rumble Falls, or 75 meters. At 75 meters use u tilt a lot, u air ****, fireball camping, and cheap KO’s, and meteor smashes. At Rumble Falls do your usual team strategy and try to keep up with the pace of the stage. Rumble Falls is too diverse for me to give real advice. Also, go for the spike KO.

Stage 3: This is going to be a 1v1, 2v2, or 1v giant enemy. The characters in this stage are all pokemon. The stage will either be spear pillar or pokemon stadium 2. The characters are Pikachu, Lucario, Jigglypuff, and Pokemon Trainer who has Squirtle, Ivysaur, and Charizard. Make use of the platforms in Stadium, and at Spear Pillar, try to get the cpus into a jab lock by u throwing them into the ceiling.

Stage 4: The characters here are Lucas, Ness, Marth, and Ike. You’ll fight a team of ten copies of one on either castle siege or New Pork City, depending if the character is from Mother or Fire Emblem, a 1v1, or 2v2. For 2v2 On New Pork City try to keep your enemies close so you and your partner can help each other out, or send an enemy far out so both of you can gang up on one. On castle siege try to go for a quick KO on Ike, then go for Marth. Vs. teams use your d air and super jump punch.

Break the targets: The target level of this depends on what difficulty you put classic on. Easy=level 1, Normal=level 2, Hard=level 3, Very Hard=level 4, Intense=level 5.

Stage 5: The characters here come from Kirby; with Metaknight and DeDeDe. The only stage you’ll come across here is Halberd. It’s a 10v1, 1v1, 2v2, or 1vgiant enemy. Remember the Mario Tornado and up special for 10 on one. One on one use platforms, teams try to help you mate out, and use chainthrowing or u tilt **** against the giant enemy.

Stage 6: You’ll either be in a 10v1, metalv1, giantv1, or 1v1. You will be on Norfair or Frigate Orpheon if your opponent is Samus or Zero Suit Samus, but it will be Distant Planet if it’s Olimar. In the metal matches try to throw em off a nongrabbable ledge to limit the foe’s recovery options and ledgehog if possible. In giant do u tilts and u airs, chaingrabs, and in 1v1 use your normal battle combos.

Stage7: If it’s Fox and/or Falco and/or Wolf, then it’ll be on Lylat Cruise. If Falcon then on Port Town Aero Drive. You’ll either be in a 10v1, metalv1, giantv1 2v2(if its Lylat), or 1v1. If metal then throw off into cape. If the opponent starts out as giant, use chainthrowing and the stage to your advantage. In 2v2 when your mate is falcon, aid him because his KO power is superior to yours.

Stage 8: This deals with the Mario characters: Mario, Luigi, Peach, and Bowser. You’ll either be in a 10v1, metalv1, 2v2, giantv1, or 1v1. The stages will be Delfino Plaza, Luigi’s Mansion, Mushroomy Kingdom, Mario Circuit, but never Mario Bros. The possibilities in this are too diverse so just use the knowledge I’ve provided above.

Stage 9: The characters here are pit, his is Skyworld, ice climbers Summit, rob is Mario Bros., and game & watch has Flatworld 2. The battles are 10v1, giantv1, metalv1, and 1v1. Vs. Pit if he’s metal throw him off and he’ll die. Otherwise destroy the bottom floor, send him flying while the above still exists to kill him. Against IC’s kill Nana first, so Popo is helpless. Vs. Rob b throw him near the off-screen part of the stage, and same with GW.

Stage 10: wario/snake/sonic. The battles are 10v1, giantv1, metalv1, and 1v1 Wario’s is Warioware. Snake is Shadow Moses Island. Sonic is green hill zone. Against wario use the platforms to aid you. Against Snake you’ll have to break a pillar if you want a KO quicker. And against Sonic use the Spin thing to lure him in.

Break the targets: The target level of this depends on what difficulty you put classic on. Easy=level 2, Normal=level 3, Hard=level 4, Very Hard=level 5, Intense=level 5.

Stage 11: 3 Random characters you haven’t fought in the past stages in this runthrough. The stage is always Final Destination, and it’s always 1v1v1v1.

Stage 12: Master Hand. This is always on Final Destination. The higher the difficulty, the stronger he’ll be and the more HP he’ll have. Also, if you make it to this stage in under 9 minutes without using a continue and the difficulty is on hard or higher, you get to fight Crazy Hand at the same time as Master Hand. Together, they can do co-op attacks, like slapping multiple times after they put a sleep powder, have crazy hand go at insane speed with power with only master hand to stop him, or they use two of their solo attacks at once. To see their attacks head towards the boss battles section.

Shoot the targets: A minigame that has you shoot the characters, pokemon, items, assist trophies, and item-characters in boxed form. After that each of the trophies you have (total) will slide up the screen and you can shoot those too. If you don’t feel like doing this press start and it’ll go through faster. Your reward for shooting targets is smash coins you can use for betting in spectator or in coin launcher mode. The more hits, the more coins. After you complete this an ending screen will roll showing Mario, and voila, you’re done.
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9. All-star: Intro:​
All-star has far less possibilites than classic in terms of vs. matchups. It always goes in the exact same order of characters starting from which year they debuted in their first game, there are always 2 enemies max at the same time on a stage; when it says for example 4 characters, you have to kill one to get another, and same with the other one. Sometimes it’ll be Zelda instead of Shiek, or Zero Suit Samus instead of normal Samus, but you always have to fight all of Pokemon Trainer’s pokemon. Oh yeah, and you don’t recover automatically after each stage. After you beat a stage, you go to the all-star arena, where it tells you the enemy, and you have 3 hearts for healing all damage. And like Classic, the harder the difficulty, the stronger and smarter the enemies.

Stage 1: Mr. Game and Watch. Stage: Flat Zone 2. G&W isn’t too hard as a CPU, especially on this stage. Just go to the left side, shield grab him and back throw him off the screen.

Stage 2: Mario, Luigi, Peach, Bowser. Stages: Delfino Plaza, Luigi’s Mansion, Mushroomy Kingdom, or Mario Circuit, but never Mario Bros. This is a 4v1 match. If you’re on Mushroomy Kingdom or Mario Circuit b throw them when your near the off-screen area. If not, then just take one out at a time.

Stage 3: Donkey Kong and Diddy Kong. Stages: Rumble Falls, 75m. If you can, go for a cheap KO by b throwing them when your near the edge of a walk-off part on either stage. On Rumble Falls try hitting the Kongs into the spikes, meteor smash them down when the “Speed Up” appears, and use the platforms to your advantage. On 75m you have to rely on the platforms more. You can rack up damage by sending the Kongs into the 8-bit Hotheads, trampoline, or the stage based DK. You can get very cheap KO’s here.

Stage 4: Ice Climbers. Stage: The Summit. This shouldn’t be a hard match. All you need to do is separate the pair (use d air), then KO Nana first so Popo can’t recover, and when he tries, use FLUDD and cape. But if you think you can kill Popo first go for it. Just make sure Nana doesn’t hit you after you kill Popo. You want as little damage as possible.

Stage 5: R.O.B. Stage: Mario Bros. R.O.B. doesn’t have a stage of his own, so the developers though the Mario Bros. stage would be the closest thing, which is why you never fight Mario characters in classic or all star here. Anyway, once again, go for the cheap b throw kill. If that doesn’t work, rack up damage on him with up attacks, then either get an enemy and chuck it at him (watch out for his reflector) or jab lock him to his death.

Stage 6: Link, Zelda/Shiek, Ganondorf, and Toon Link. Stages: Bridge of Eldin and Pirate Ship. If you haven’t healed yet and are on a high difficulty, you should, unless you know you can survive without. Again, if on Bridge of Eldin, go for b throw KO. It’ll save you a lot of trouble. Otherwise, you have to take 2v1 at one time, watching out for projectiles and physical attacks simultaneously. Try to take one on at a time by separating them. Meteor smash them or gimp them when the bridge’s center explodes and they try to cross. On Pirate Ship it’s a lot more complex. You have the platforms, but they don’t help much. Try to get enemies into the cannonballs, they do a lot of damage and sometimes even kill, but if you get hit by one or two you’ve done 50% to youself. When the rock area comes, get off the ship till it turns upright and continues. The mini-ship to the right doesn’t help much but gives you easier kills, and when the tornado hits, get out of the water or you’ll go off-screen.

Stage 7: Samus/Zero Suit Samus. Stages: Norfair and Frigate Orpheon. Against Zero Suit you’ll want to in general either grab the edge when you remove her from the stage or send her off the nongrabbable ledge on Frigate Orpheon and use FLUDD/cape. Approach her with fireballs if you have a problem with getting whipped (sounds odd, right?). Vs. Samus reflect projectiles, and ledgehog so she can’t tether. Use Norfair’s lava to your advantage.

Stage 8: Pit. Stage: Skyworld. Pit can be a pain to fight against. The CPU isn’t too smart so you can duck under the arrows most of the time, but will most likely reflect fireballs or any items you toss at it. The easiest way to beat Pit at his own level due to his annoying recovery is to go on the bottom half of the level, break all the tiles on the bottom, but not the top, then up smash him into the ceiling and meteor smash him if necessary. In fact you could jump down to where you can’t recover just to kill him if you can kill him before you fall to your death. When he’s recovering though, you can fireball him.

Stage 9: Snake. Stage: Shadow Moses Island. You can accumulate a lot of damage from Snake in All Star if you aren’t careful. The easiest way to kill Snake is to get rid of the pillars, but be aware, since Snake kills easily and doing this could put an end to you. Fortunately Snake CPU is an idiot. If you could pull off a jab lock on Snake you could jab him into the wall for a ton of damage or jab him to death. Use the platforms and when Snake uses Nikita, dodge it and use it as a chance for a free hit.

Stage 10: Ness and Lucas. Stage: New Pork City. You might want to use one of your hearts a little before/after this stage. Anyways, if you see the Ultimate Chimera (the purple monster), then lure the stupid CPU’s in for hope of a KO, or at least 200% (it is possible to survive it). To rack up damage you can go in the top center area, right area, or area where the bridge is. The best place to survive at is the bottom, just remember to Ukemi. The best places to kill at are the bottom, top left and general right area. Don’t use fireballs except to destroy their recoveries and use cape and FLUDD when you can’t fireball trap them. Cape their projectiles. Just don’t get ***** by their team combos.

Stage 11: Marth and Ike. Stage: Castle Siege. This is a tough battle unless you take one out early on. If you’re already moderately/heavily damaged kill Ike first, otherwise kill Marth. You NEED to separate these two first of all, or you’ll take heavy damage or die, unless it’s on an easier difficulty. Use the items to your advantage. Spam your tilts, aerials, and fireballs especially f tilt.

Stage 12: Yoshi. Stage: Yoshi’s Island. This isn’t too hard. Use the platform to your advantage by aerials, mainly u airs, and to kill him footstool him while he’s recovering.

Stage 13: Captain Falcon. Stage: Port Town Aero Drive. This shouldn’t be too hard since CPU is stupid and Mario ***** Falcon, but keep in mind Falcon can kill. The main platform in this stage doesn’t have a grab on ledge so it makes it easier to gimp Falcon while he’s recovering, but it means you can be gimped while recovering, too. In the start of the match, lure Falcon into the u tilt trap, then aerial him and use cape, FLUDD, fireballs, drop kick, bicycle kick, meteor smash, anything lol just to edgeguard him.

Stage 14: Sonic. Stage: Green Hill Zone. Sonic isn’t hard at all. CPU is ********. When the swing thing comes hit it when the CPU comes it’ll get hit. Sonic’s attacks are mostly rolls/spins so their easy to counter. Use u tilt **** and aerials. You can do the cheap b throw kill thing or you can even jab lock Sonic to death on his own stage. There are a plethora of ways to kill the freak of nature, oh, and one more thing: have fun torturing him, unless, of course, you’re going for a speedrun.

Stage 15: Kirby, King DeDeDe, and Metaknight. Stage: Halberd. 3v1. You might want to use your heart sometime around after this match. King DeDeDe is the easiest to kill here, just abuse the platforms. U tilt **** works well on him. Metaknight can be annoying. Just get him off-stage (damage him a little first), and cape him. Metaknight CPU always jumps, then glides if it has to, then finishes with dimension cape or shuttle loop. It always follows this pattern as far as I know. Then for Kirby the easiest way to kill him will be by a star KO. Use the platforms and separate them. If you don’t then you’ll take damage.

Stage 16: Fox, Falco, and Wolf. Stage: Lylat Cruise. In this stage make use of the platforms. Remember that you can’t approach them with fireballs because of their reflectors. Separate then kill one at a time. Edgeguarding these guys is a cinch. Just use your cape when they recover. Duck under their blasters (except wolf’s) and u tilt **** em.

Stage 17: Wario. Stage: Warioware. This isn’t really too hard of a match just watch out for his smashes and his clap. CPU Wario doesn’t use D air as much as he should, so you can get up air combos on him, and the platforms don’t hurt either. Once you damage him up, throw him out, then cape him while he’s on his bike for the kill. Also, in that one minigame where you’re supposed to stand still, the CPU won’t do much, so if he’s damaged and you think a quick smash attack’ll kill him, then it’s an easy kill.

Stage 18: Pikachu, Pokemon Trainer (you have to fight all three of his pokemon), Lucario, and Jigglypuff. Stage: Pokemon Stadium 2 or Spear Pillar. This is the longest battle in All Star due to Pokemon Trainer’s pokemon. Anyway, this is a diverse battle. When Pokemon Trainer comes in, focus on your other enemies so that once you kill them you just have to take each one on at a time. Ivysaur and Charizard are helpless in the air, so use air combos. They can also be gimped easily when recovering. To gimp Charizard just b air him while he’s recovering so he uses all his jumps, then use FLUDD and cape while he uses his up special. Against Ivysaur, to edgeguard him always edgehog. If he’s within striking range use b air so when he uses vine whip he doesn’t grab on. Squirtle doesn’t need to be damaged as much since he dies at lower %’s. Just cape/FLUDD his waterfall. Jigglypuff dies VERY quicky, and CPU doesn’t use pound much, so b airs are best vs her, whether comboing or edgeguarding. Lucario doesn’t really combo much so combo him, and he’ll always go for the ledge unless you’re hogging it. For Pikachu comboing is easy, reflect his two projectiles and cape his quick attack. And if you hate Spear Pillar’s flips and you don’t know what you’re doing, then just roll. On Spear Pillar, anytime it flips, you’re left/right controls are reversed.

Stage 19: Olimar and/or Olimar (if you do All Star with just one person, you have to fight one Olimar, but with two people you have to fight two Olimar’s.) Stage: Distant Planet. An easy win is to grab Olimar near the walk-off left side of the stage and b throw him to his death. Another cheap but harder method is to b throw him on the right side of the stage and b air him then ledgeguard or send him into the animal that eats you. If you need to damage him just u tilt **** him and use u airs, but b airs aren’t such a good idea for combos because of his b/f air.

Shoot the targets: A minigame that has you shoot the characters, pokemon, items, assist trophies, and item-characters in boxed form. After that each of the trophies you have (total) will slide up the screen and you can shoot those too. If you don’t feel like doing this press start and it’ll go through faster. Your reward for shooting targets is smash coins you can use for betting in spectator or in coin launcher mode. The more hits, the more coins. After you complete this an ending screen will roll showing Mario, and voila, you’re done.
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10. Target Test​

I'll do this section later.
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11. Homerun Contest:​
Intro: Homerun Contest, AKA HRC is a 10 second timed thing where you're supposed to do maximum damage to sandbag before time runs out, then at the last possible moment, you use the homerun bat item, use the smash attack with it and send it flying away.

I'm no expert in HRC but I know some strategies with it.
Bat dropping: This is the most prized AT when it comes to HRC. Bat dropping is throwing the bat down then following with a meteor smash, in this case Mario's f air, so it does a lot of damage and the knockback from the bat is cancelled out.

There is also where you throw the bat then follow with an aerial to catch it. You do this in bat dropping, but it can be applied elsewhere as well.

Juggling is how you acquire max damage, that and using the shields of the platform to your advantage. HRC is no easy task. If you want to get a good score where people wow at you, you need to practice to the point where you absoulutely loathe it.
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12. Multi-Man Brawl​

In this mode you have to fight the alloys. They will gang up on you but your attacks in this mode have a lot of knockback so its not so bad (unless your doing cruel brawl). I will list the moves that kill the alloysin all modes except cruel brawl: All of mario's smashes, d air, f air (first hitbox),u tilt, and up b.
10 Man Brawl: Kill 10 alloys. Simple enough.
100 Man Brawl: Kill 100 alloys. This can be a bit tough. Just abuse some of the good items like throwing the bumper to where the alloys respawn, or even better throwing a fan up there. Fans=insta kill in this mode.
3 Minute Brawl: Stay alive for three minutes. If you need to just ledgecamp lol.
15 Minute Brawl: Very hard. You have to stay alive for fifteen minutes without dying. Try to be evasive in this but attack when you have to.
Enless Brawl: Just kill as many alloys as you can before dying.
Cruel Brawl: No items in this one. Just super-tough alloys that can kill with one hit. Ledgecamp em.
And in general you'll usually want to take advantage of the items that spawn in multi-man brawl. Take advantage of them.
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14. Items​

I'm just going to list the items in here that can take place in competitive gameplay from peach pulling a bob-omb or ROB's gyro or w/e.

Food: Diddy Kong from his peanut shooter or from G&W's judgement will sometimes drop a piece of food. Food recovers damage in brawl. I wouldn't recomment going, "OMIGOSH there is food dere ima go get it i don't care if i get hit." That won't work out too well. Why? Because you will most likely get hit from your foe just trying to get a piece that will only restore like 3% or something and you will take most likely a lot more damage from your foe than you will recover from.

Super mushroom: The only way you can get this without the item settings on is on the Warioware stage. You will, if you get this, grow larger and your knockback and range (as well as your hurtbox) will be increased. If your foe gets this ledgecamp or chainthrow him with the down throw until it is over.

Starman: The only way you can get this without the item settings on is on the Warioware stage. You will, if you get this, be invincible for 10 seconds. Yes i know Warioware is banned but i'm bored right now so i decided i'd be a bit generous today. If your foe gets it your best option is to ledgecamp, or run and hope you don't get hit, but ledgecamping is a better option by far.

Beam Sword: Peach can, once in a great while, obtain a beam sword instead of a turnip. The stronger the attack you do with the beam sword, the longer its range. For example, if i were to use a smash attack with the beam sword, it'd not only do more knockback than a regular swipe but would deal more damage and have more range. Though the stronger the attack with this, the longer the startup/ending lag is. If your foe gets this, try to get it from them. Mario does really well with this item and it's good for edgeguarding.

Bob-omb: Peach can, once in a great while, obtain a bob-omb instead of a turnip. This item is very deadly, and i think can KO as low as 50% possibly. If your foe throws this at you, FLUDD it if you don't want to get hit. It will go off-screen and vanish if you hit it with FLUDD long enough. Or you could risk getting hit by it to catch it. The choice is yours. Once you have it though don't dwadle. It WILL detonate on you i'm sure if you just hold it and don't use it, unlike in melee. Also, when you throw it, use spacing, because if you are too close the blast will hit you too and you'll go soaring. Be careful with this item.

Mr. Saturn: Peach can, once in a great while, obtain a Mr. Saturn instead of a turnip. You might be thinking, "Lololol Mr. Saturn sux." Well, yes and no. He can suck if you don't know how to use him. Mr. Saturn a good item for weakening foe's shields. He can also be used to help gimp your foes double jumps, or be used to help you approach with fireballs. Basically fireballs+Mr. Saturn=good combination.

Banana Peel: This comes from Diddy's banana throw. It is a big part of his game, so it is important you grab the bananas so you don't slip on them and he does. If your foe throws a banana at you, he could run into it and not trip, but you would. HOWEVER, if you catch it or grab it w/e and throw it, you could run over it and not trip but your foe would. Bananas lead to wonderful setups and mixing them up with fireballs is pretty good if you throw the banana at the end. Then you can go into basically whatever move you want.

Peache's turnips: When peach uses her down special move, most of the time she'll pluck out a turnip. You can catch these, cape these w/e and you can use them for approaching and edgeguarding. Mix these up with fireballs. Peach will pluck up different turnips, and different ones have different knockback and damage. Watch out for the old scarred one though. It gives out a lot of knockback.

Wario's bike parts: Bike parts from wario's broken bike. Uh good for racking up damage i don't know.

Wario's bike: Big and bulky his bike parts look more useful. However, if you throw this off then you can gimp your foes with this since offstage it delivers multiple hits. Its a lot better than you might think for this.

Zero Suit Samus' Armor pieces: These can deliver quite a bit of damage if used properly. Mix these up with fireballs. Just be aware that when Zero Suit is first seen, she'll have all the parts around her.

Snake's grenades: Explosives obviously. They're not quite as deadly as bob-ombs but they can rack up quite a bit of damage. Also be aware that they detonate within a matter of seconds, so be careful with these. These are best used as approaches/combo setups.

Link's bomb's: Little explosives from link. These, like bob-ombs, detonate when they hit an object, a person, or the ground. They also have a time limit, but i think these won't detonate as quickly as snake's grenades but still pretty quick. These bombs have a bit of power to them and like snake's grenades are best used as for approaching/combo setups, or if you foe still has it you can combo them until it explodes on them.

ROB's gyro: Once ROB sends this out, it can be powerful if its charged. There can only be on at a time, so keeping this in hand and not using it can be a good strategy if your foe loves using the gyro.

Toon Link's bombs: The only difference between this and link's bombs is that they are weaker but have a bigger explosion radius.
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15. Mario VS. Luigi in terms of stats

All of Mario's Smashes outrange Luigi's (the D-smash, it's more noticeable on the back hit because Mario points his toe outwards, the U-smash horizontally the difference seems slight, but I need to test the hitbox behind them more). Luigi's F-smash has less ending lag.

Luigi's F-tilt is laggier but a little longer than Mario's (Mario's seems to have IASA frames). Luigi's D-tilt is shorter than Mario's but causes tripping until high percents which can combo into his kill moves. Luigi's U-tilt has more horizontal range on both sides, but Mario's U-tilt has more vertical range, enough to hit people on the battlefield platforms.

Jab: Luigi has more range and gives up to 10%, as opposed to Mario's 9% maximum. Mario's might be a bit faster, though.Luigi's jab outranges Mario's.

F-Tilt: Luigi has slightly longer reach, but is a touch laggier.

D-Tilt: Luigi has less raneg, but more power and a chance of tripping his foe

U-Tilt: Luigi doesn't juggle quite as easily, but once again has more power

F-Smash: Mario's got more range and power (if sweetspotted), but Luigi's attack is faster

U-Smash: Mario is said to have more range here

D-Smash: Mario's got more range, slightly less strength. Mario's might be a bit faster...

N-air: Luigi's has better power, knockback, and killing potential. Better move overall.

F-air: Mario's is stronger and can spike, but is slower.

B-air: Pretty much the same.

U-air: Pretty much the same, with Luigi having more power

D-air: Luigi's can spike, but is hard to master. Mario's is better for approaches and packs more punch.

Grabs: Pretty much all even.

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Speed: Mario runs faster, and is probably the faster-paced character overall

Range: Mario surprisingly.

Power: Luigi

Aerial: They're about tied here.
Ground: Depends.

Recovery: Luigi wins.

Edgeguarding: Mario.
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16. Ledgecamping (planking)/ledge tricks​

If you don’t know this already, ledgecamping is camping on the ledge. If you don’t know what camping is, look above to the terms section of the guide. Mario is one of the best characters for ledgecamping, due to his lightining fast super jump punch, capestall, and other factors. Although this is a strategy, ledgecamping is so good I think it deserves its own section.

The 101 on how to ledgecamp: Ledgecamping is a simple yet dangerous concept, and I’ll explain how it works with Mario. This takes a lot of practice, and one wrong move could end up with you losing a stock, though it has a high reward. Obviously, when you ledgecamp, you must hang on the ledge.

Though, if you haven’t noticed, if you hang onto the ledge for a few seconds without doing anything, Mario will lose his invincibility frames, which means you have to replenish them, because it means Mario can be hit off of the ledge, which ISN'T GOOD. Also, if he hangs too long he’ll fall off the ledge. So, you have two options here: 1. Sweetspot super jump punch to the ledge repeatedly (recommended in most situations), and 2. cape stall on ledge.

When you super jump punch to the ledge repeatedly, you must do it fast. You must first let go of the ledge (press the control stick in the direction OPPOSITE of the ledge), then you let go. Now here, you must up b back to the ledge. There is a certain timing you want to master specifically here. If you up b too soon you will miss the ledge and most likely get hit. However if you wait too long before SJP'ing for the ledge, you can be ledgehogged and die. You need to find the timing in the middle, so you can sweetspot the ledge and if ledgehogged, make it back to the stage. You must do this technique fast and repeatedly, something you should practice in training mode (don’t double jump or aerial when you do the technique!). Also one more thing I might add… for the Super Jump Punch stall camp method, there might be a time when your foe is trying to get you off the ledge by spamming d tilt or whatever. You can stop this by holding up when up b'ing, notice you have to HOLD it when you press up, to miss the ledge on purpose and hit them instead. Super Jump Punch is a high speed attack and has lots of priority so you don’t have to worry much about getting hit.

As for the capestall on the ledge, it is a faster way to get invincibility frames, yet more dangerous because you are leaving yourself vunerable when you cape. To capestall on the ledge, you can either press away from the ledge and cape back to it, or just press in the opposite direction and press b so soon after your nearly doing both at the same time. I recommend the latter if your opponent tries to stage spike you, which is a good reason why to master this as well. The first cape stall option however, is better if your foe is trying to lure you out with fireballs or something, since it has a bigger hitbox, although the other method is faster, but hardly noticeable in terms of being faster.

Next is walljumping. Some stages are more friendly with this technique than others. Walljumping isn’t a big part of ledgecamping, though it can help surprise your foe and you can get em. The best thing to do when walljumping is to b air your foe, or cape a time or two to throw their timing off. To do this, let go of the ledge, and make it so Mario isn’t touching the wall, then have him double jump up so he is touching it, and press the direction opposite of the wall. It sounds difficult, but it’s actually quite simple. Just don’t use walljumping too much, since it’ll get obvious and a smart foe will punish you for it. Also, on some stages, Mario can walljump off the ledge. This is done by quickly letting go of the ledge and walljumping. Stages where this is possible must have a ledge that that is not thin like the platform on Delfino (with jungle japes being an exception).

Time to get to the good stuff now that we're past the basics. As I've mentioned with walljumping, you can walljump → bair. An easier and faster, perhaps less risky and a lower altitude version of the would be to let go of the ledge → wait half a second then cape backwards → double jump back onto the stage → b air. This sounds complicated but it isn't really. This, however I've found, is one of the most useful things Mario can do from the ledge if not the most useful. It tends to catch a lot of people offguard and is a good way to get back onstage. However, when NOT to use this is after you've done this too many times and the foe catches on or if the opponent spaces right and charges up an attack. You can also do this in a similar fashion by letting go of the ledge into some random aerial, and maybe using a cape to throw off the timing of the foe.

Mario can also ledge drop → up air IMMEDIATELY → up b when the foe gets way too close to the ledge. He can also ledgedrop any aerial, obviously, but doing a d air from a ledgedrop will probably get you killed. F airs from ledge drops are risky too if you lose too much altitude or if you enter the command too late... a last resort perhaps? N air ledgedrops are good for gimps/edgeguards, as are b airs, and up airs as well.

The Ninja kick: Ok Mario doesn't really have a "Ninja kick," that's just what i call it lol. All it is is when you press the jump button when hanging onto the ledge, Mario will jump up obviously, but if you IMMEDIATELY PRESS THE BUTTON FOR MARIO TO ATTACK, then he will jump kick and hit the foe, which is pretty epic imo. I've actually gotten some surprise kills using this on my foes when i sweetspotted it. The thing that's so special about this though is Mario flies up AT AN ANGLE WHILE HE IS USING HIS N AIR FROM THE LEDGE! Awesome.

Fireballing: It might not seem like fireballing is worthy of a section, but IMO it is. Here's some ledge related things fireballs can be used for: Ledge release → Double jump → Fireball.
Ledge Release → Fireball torwards so it reflects off of stage (vato taught me this but i've yet to put it to actual use) stage or fireball backwards to gimps/gimp setups. >:[3> Another thing that can be done is JUMPING off the ledge (no, not ledge release → double jump) then pulling off a reverse fireball, which is cool for edgeguarding. Also, if you want to b air back onto stage without caping, you can do the same thing as I just mentioned, but b air after lol.

Other ledge tricks:

Ledge release → Drop down → cape backwards → sweetspot up b (this is a nice mindgame on the ledge)

Ledge release → Drop down → cape backwards → miss up b sweetspot (hold up to miss the ledge)

Drop down → cape twice → sweetspot up b (this is a nice mindgame on the ledge)

Ledge release → Double Jump torwards stage → Any aerial

Ledge release → Double jump torwards stage → Cape → Aerial

Ledge release → Double jump → FLUDD

For a higher altitude gimp you might want to jump off ledge then cape backwards for a gimp (if enemy is in vunerable frames after using their recovery move this is viable.)

Getting up from ledge options: Mix up your ledge game so your foe doesn't predict how you'll get up. Also for the first four options, if you're 100%+ it'll take longer for the move to complete, so you might be leaving yourself vunerable.

OPTIONS:

Ledge roll: Good if you're going to get hit on the ledge or if you don't think you can make it back on any way else.

Getup attack: ummm...

Normal getup move (some people interpret this as a getup attack, so they'll shield, but you'll get up before they can do anything and grab them.)

Jump (remember t3h ninjakick! x[D>) or if your foe is a bit farther away fireball when in the air.



There are also other options too, but what I've listed is the stuff you'll want to pick up. There is some other stuff too but it is EXTREMELY situational to actually be put into good use. But be creative on ledge options... just because I have all these listed doesn't mean you have to use them all.
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17. Misc. Section

C-stick Dash attack to Z Upsmash is Dash attack cancelled up smash. You need to do it very fast. As fast as possible. Mario slides like 1/4 of FD or something like that if you do it perfectly. I think this will really add to Mario's game. It requires insanely fast reflexes for a DAC. Other DACs you can get obvious benefit from fairly easily, however I never said Mario had an easy DAC to pull off. If not done perfectly it doesn't slide much farther than his Hyphen Smash (but still...) Actually here is why my Mario slides a lot. Mario has less traction while CHARGING his U-smash. When his U-smash comes out, his traction returns to normal, and this is why C stick Hyphen Smashing won't go as far. Doing a Hyphen Smash with the A button has gotten my Mario sliding around a bit, although I think results are still a bit better from DACing. DACing uncharged U-smashes for example goes farther than Hyphen Smashing, but anyhow you still need to time it well AND charge it to get maximum distance.

Jab combo kills at 357%, the fact there is a mere 10% difference between the kill strength of the sweetspot F-smash and nonsweetspot (like seriously, Mario's F-smash is so much better in Brawl because of this). Also the D-smash no longer sweetspots from hitting with the inside of Mario's legs. The U-smash always kills R.O.B. at around 125% undiminished especially if he DIed the wrong way (the right way to DI Mario's U-smash I think is the direction he is facing). It's devastating if you kept it undiminished. Fat characters are the ones where it takes about 150% to U-smash kill. Lightweights take only 100%, maybe a little less.
Mario Torndo is good for approaches but add ib that if its blocked u can either DI back, behind them, or jump to avoid being grabbed. it also starts combos pretty easily

Bair has a bit of range for Mario. It has more range than it did in melee and and has decent knockback

U can use 2 Usmashes to a Bair on floaty characters when ur Back is turned

Reverse Hyphen smash is useful for controlling the arc of Mario's Usmash

Mario can do a series of double sh Uairs on heavy chracters and even floaties like Peach and TL.

Mario can Jab to dsmash by jab faking

a shutter stepped Fsmash is useful for to get a bit more range

Caping ur oponent while during their Fsmash gives u a good chance to counter attack

Cape can also be used to change ur direction for Reverse Uairs and Bairs when edgeguarding

Fludd can be used to stop ur oponent's sh aerials and makes them vunerable to a counter attack
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HeroMystic Section


Super Mario Sunshine: The Guide to Using FLUDD


To all those who don’t know, FLUDD came from Super Mario Sunshine as an effort to help Mario clean up the city of Isle Delfino. Despite this, FLUDD is the reason how Mario was able to defeat Shadow Mario, Petrey Piranha, and Bowser.

Backstory out of the way, let’s move on to Brawl. FLUDD here works very differently in this game. For one thing, FLUDD only has one mode (Standard), and instead of cleaning dirty enemies, it’s used to push enemies away from Mario. This lead to numerous of topics on how the crap you can use FLUDD on a competitive scene. Rest assured, FLUDD is one of the most awkward (yet original) abilities ever made in the Smash series, but it’s far from useless, and I’m here to show you how to utilize it to it’s fullest.

Main Use: Edgeguarding

FLUDD in Brawl is not meant to be an ability you use thwart your enemy. Instead, it’s used to seal the deal for gimp KO’s. This ability is generally meant to be used to help your edgeguard game (although it can be used for more than just that. More on that later.)

FLUDD Example (From MikeHawkSNES)

As the video has shown, when one is being pushed back from the stage, especially when using Up-B, it can decrease their chances on getting back onto the stage. Combined with other abilities (mainly the cape), this can lead to what we call, gimp kills, which are Kos that come from practically forcing your opponent to their doom at low hit percentage.

Difficulty levels per Character

Easy (Use it and abuse it)
Captain Falcon
Falco
Fox
Ganondorf
Ike
Link
Lucas
Luigi
Mario
Ness
Wolf


Medium (Takes more work, but still useful)
Bowser
Charizard
Donkey Kong
Diddy Kong
Marth
Olimar
Shiek
Squirtle
Toon Link
Wario
Zelda


Hard (Possible, but not likely)
King DeDeDe
Kirby
Lucario
Peach
Pikachu
Pit
Ice Climbers
Ivysaur
Samus
Snake
Yoshi
Zero Suit Samus


Intense (Once in a Blue Moon)
Game & Watch
Jigglypuff
MetaKnight
R.O.B.
Sonic


As what the heading says, this should be the main use of FLUDD, but do not limit yourself to just that. FLUDD can be used for a lot more than just edgeguarding.

Other Uses

Approach-Killing

Approach-Killing is simply stopping an opponent’s initial attack, which often leads to them shifting the momentum in their favor. How nice it would be to be able outright stop the shift, and keep the match’s favor on your side? Luckily, Mario and FLUDD can do that.

It’s actually quite simple to do this. When the opponent is closing in on you in preparation of an attack, just simply douse him/her with FLUDD. This would lead them falling short on the attack, which often leads Mario to counter with a D-Smash or F-Smash (If you’re lucky, a sweetspotted one).

It’s difficult for ground-based attacks as it’s easier for the opponent to react to it, but it works like a charm on aerial-based approaches. Use this for enemies who rely on aerial based approaches.

FLUDD Recovery

FLUDD Recovery is basically when you use FLUDD to help you get back onto the stage when you’re knocked off.

There’s actually two ways this can help Mario. First and foremost however, you have to make sure FLUDD is fully charged. If it isn’t, then it’s use is quite limited.

The first way is what I like to call the FLUDD Boost. When you’re knocked off the stage, you can turn around and use FLUDD. If it is fully-charged, it gives Mario a noticeable boost in momentum towards the stage, if you tilt the control stick towards the stage, then the momentum stays until FLUDD is out of water. Useful if you’re knocked upwards and you want to avoid your opponent… but not so much if you have to head to the ledge and the opponent is ready to edgeguard. Using FLUDD Boost leaves Mario quite open for attacks.

Which leads to the second method, which is more or less a variation of Approach-Killing. Now, instead of shooting away from the stage, you shoot towards it, specifically, towards your opponent. This causes your opponent to be pushed away from you, which allows Mario to have a few options open if he was suffering from a Wall of Pain (Metaknight and Marth comes to mind on this). Mainly, Mario can do an Up-B to his opponent if the opponent is close enough (likely if FLUDD was uncharged) or Mario can do a quick U-air to knock the opponent away so he can safely get back onto the ledge, or if you’re really lucky, you can do a F-air to go for a Spike kill.

Just make sure you still have your second jump if you try to follow up on the second method. Otherwise it’s in your best intentions to just get back to the stage.

FLUDD KO

FLUDD KO’s are when you KO an opponent by pushing them off the stage whenever they’re charging up an attack, or using a special attack on the ground. In the cases of special attacks, if they happen to be using it on the ground, then when they’re pushed off the stage, it’ll seem as if they used it in the air, and they will either lose all their jumps, making them fall to their doom, or their special attack is so laggy that they can't make it back to the stage.

Characters affected by FLUDD KO’s
Donkey Kong (Neutral B)
Ganondorf (Warlock Punch)
Ike (Eruption/Quick Draw)
Link (Up-B)
Lucas (PK Thunder, PK Freeze)
Mario (Down-B)
Marth (Shield Breaker)
Ness (PK Thunder, PK Flash)
Snake (Nikita)
Toon Link (Up-B)
Zelda (Din's Fire)


To be honest, this shouldn’t be happening a lot, but always keep FLUDD charged for this. If the opportunity arises, use it, because this is an excellent way to get Gimp KO’s. (Especially if it’s a 0-to-death :) )

Techniques


Now that you know about the uses of FLUDD, it’s now time to get down to the specific techniques of FLUDD that involves specific input for it to work.

Superman Combo


I think every competitive Mario main does this without knowing it, but this technique was dubbed, “Superman Combo”. It’s when you use the Cape and FLUDD together in order to get a gimp kill. There are many variations to this, but there is one specifically that should be noted since this is a topic about FLUDD.

First, you need to know about the Cape Glide. The Cape Glide is when you use the cape while running towards the edge of the stage. This will cause Mario to “levitate” while doing the Cape animation. The distance varies with how soon you use the Cape while while running.

Now that you know about the Cape Glide, you need a fully charged FLUDD. Lastly, you need an unfortunate opponent that’s knocked away from the stage and is trying to recover.

First, Cape Glide. This will cause Mario to glide towards the recovering opponent. Secondly, FLUDD. Remember, the closer you are, the farther FLUDD pushes the opponent away. If you’re “In your face” close, this will cause almost an immediate momentum shift. Lastly, watch your opponent fail.

Additionally, you can use the cape once more to shift momentum if the opponent still has a decent chance of recovering, but if the opponent’s vertical recovery is poor, then you shouldn’t have to.

FLUDD Break

Hate those opponents that abuse Shield? Well, perhaps this can make them gain some sense.
  • Again, make sure FLUDD is fully charged for this.
  • Next, make sure your opponent is too shield-happy, otherwise don’t bother attempting this.
  • Lastly, have a fresh F-Smash.

Now, during the battle, if your opponent is abusing shield, that should mean that it’s use should almost always be low. When it’s about 1/4th up (It should only be covering the middle of the character at that point), use an F-smash. This should outright break the shield and cause the opponent to be flung up in the air.

When this happens, IMMEDIATELY use FLUDD. The opponent is extremely light whenever the shield breaks, and this will cause a big push.

If this is successful, then FLUDD should’ve pushed the opponent off the ledge, causing them to fumble right to the bottom of the stage. Hurray for another gimp kill!

FIHL

FIHL (FLUDD Induced Hit Lag) is an AT recently discovered by the Mario boards.

Matador said:
Not sure about this, but I've noticed that when Fludding characters like G&W during Bair or DK during upB, they eat through the water BUT it lengthens how long the attack is out; sort of like the statues on the second phase of castle siege. I've also noticed that I gain more time to react after this is over to come in for an Usmash or Cape or w/e. Judge Judy has been noticing this too vs G&W.
Yes, it does prolong the animation of a move that out prioritizes FLUDD. How exactly? Well, first of all, when FLUDD is done shooting water, the water animation is still in effect, and it acts as a constant hitbox. Since it's being out-prioritized, the animation of the opponent's attack is constantly forced to cancel it out, making it stuck on a single frame (Kinda like how two jabs cancel each other out, there's about a split second of lag). This gives Mario about a half-second to run over and attack, because the animation practically holds them in place.
In short, when FLUDD's water is out-prioritized by an attack, the opponent becomes stuck on a frame and actually lags. Since Mario is able to move before the FLUDD gushing ends, this actually gives him a chance to approach and attack, and quite possibly go in for the kill.

General Example of how FIHL makes a move laggy: http://www.youtube.com/watch?v=POlStY8fysI (Kudos to Matt07 for this)

There are plenty of characters that outprioritize FLUDD, but due to how new this is, it'll take some time before a full list is up. For now:

Characters extremely affected by FIHL
Donkey Kong (Up-B)
Game and Watch (Practically everything)
Luigi (N-air and F-air)
Marth (Aerials, mainly F-air)
Metaknight (Drill Rush and Glide Attack)
Snake (All abilities except for F-air and specials)
Sonic (N-air and D-air)


Use this FLUDD tech! I'd say causing an opponent to lag in real life is not something to take for granted! (They can't use Lag Johns there!)

Misc.

*FLUDD, when charging up, increases Mario's Fall Speed.
*However, FLUDD does NOT increase Mario's weight.
*FLUDD is able to cut through projectiles. It can be found here under the Mario Moveset section
*FLUDD can be super useful in team battles. Proof:


----

And that’s it for now. You have obtained the knowledge of how to use FLUDD in combat. Use it, abuse it, and love it.

And remember, FLUDD doesn’t suck, it blows, hard.

_________________________________________________________________

The Cape


If there’s one thing that the Cape and FLUDD have in common, it’s that the Cape is the Mario, and the FLUDD is the Luigi. Everyone stays on their toes against Mario, but simply brushes off Luigi. Similar case here. The Cape is the most feared ability in Mario’s moveset, but they laugh at the FLUDD. (Silly, right?) However, when they work together, much like Mario and Luigi, they are a powerful combination.

The Cape in Melee was used to reflect projectiles and turn opponents around to kill their attempts of grabbing the edge. It’s not different in here except, in Brawl, it actually reverses the momentum of the opponent. Meaning, if the opponent is moving left while being caped, they’ll suddenly start moving right. This is the perfect way to screw up recoveries, especially ones that rely on vertical recovery.

Main Use: Edgeguarding

Like the FLUDD, the Cape’s main use is to edgeguard recoveries. Coupled with the FLUDD and aerials in Mario’s moveset, they wreck the majority of recoveries. However, remember that the Cape is the most feared ability, so they will be expecting this. Mix up your aerials and extensive use of mindgames to keep your opponent guessing. This is pretty effective on all characters, but harder to use on characters with multiple jumps, so it takes some effort… but it still works.

Cape Glitch

For some demented reason, the cape can refresh Up-B abilities to characters that do not go into a freefall state after it. This means that If the cape is used during or after the Up-B, they’ll be able to use it again. Thankfully, this only works on three people: Sonic, Snake, and Game and Watch. So if you’re going to cape them, make sure you do it before they use their Up-B.

Other Use: Mindgames

While the Cape is awesome for edgeguarding, it also serves a good purpose for confusing your opponent as well. Nothing is more satisfying than randomly throwing a cape out to make your opponent go “WTF!?” for a second allowing you to capitalize. The Cape is a simple move, but no one expects you to use it on the stage. Of course, that gives you the advantage of a mindgame. However, there’s a fine line between a mindgame and being predictable. So be sure to just keep this in the back of your head.

Techniques


Now it’s time to show the techniques you can use with the Cape specifically.

Cape Glide


A pretty simple, yet effective Cape technique, the Cape Glide. This was already explained in the FLUDD guide, so I’ll just tell you how you would use it when not trying to apply the Superman Combo. First, you can use any aerial out of the cape glide. U-air is recommended though. F-air is a good mindgame tactic though. Also, you can Cape Glide into a another cape to send your opponent into a hopeless situation. Pretty effective don’tcha think?

It’s a good alternative when you don’t want to be predictable with just jumping towards your opponent, so use this to mix up your edge game, but be smart with it. You don’t want to Cape Glide yourself into a spike now would you?

Downward Cape Glide


Downward Cape Glide is a variation of the Cape Glide. Essentially, it’s just making yourself fall faster downwards when you cape off the ledge.

If Cape hits the opponent right as the player touches the ground they seem to have extra frames of landing lag. If you go into training mode and set the computer to jump it will take the computer longer to jump even though they are on the ground. After practicing on the computer you should be able to induce lag on human players. This seems great for grabs/combos.
Honestly, this isn't really new. Anyone that has been using the cape on-stage would have been capitalizing this use but not really knowing it. In any case however, it's good for this to be noted so all Mario mains would know how to use it. This could even give us a free F-Smash.

Cape Dash
*new*

Cape Dash is a new AT that allows Mario to use Cape Glide on-stage.

How it's done
While running near a ledge do a cape right before you run off the ledge(like your doing a regular Super Cape) But instead of holding the direction your going in, quickly press and hold the direction towards the stage.

If done correctly you should see a significant slide across the stage
There is one catch to this however...

(Note) This doesn't work on all stages
Still Testing

Working Stages (So Far)
Halberd
Frigid Orphen(Platforms)
Shine Gate
Norfair
Battllefield(platforms)
Smashville(platforms)
Hanenbow (works everywhere)
Pokemon Stadium (platforms)
Pokemon Stadium 2 (platforms)
Brinstar
Yoshi's(Platform)
Jungle Japes(platorm =/)
With that said, the usefulness of this AT is rather quite limited. However when it can be used, it's a good mindgame and a good way to approach unaware opponents. However, is it worth it?

You'll have to be the judge for that one.

Misc.

-The Cape’s hitbox for projectiles last much longer than the momentum shift hitbox. It stays open until the full animation ends.
-The Cape gives a slight horizontal boost in the air, although only once. Nonetheless, use this when needed.

---
There, so now you know about the Cape. With this and FLUDD, you’ll be a force to be reckoned with. Be sure to let people know how Cape and FLUDD should both be feared together.


I don't have a digital camera or a capture card, so what would -really- be great is if you guys can record some videos of these techniques and uses of FLUDD so there can be some visual aid for the readers.

Extra suggestions on the guide are welcome too.


_________________________________________________________________
Discuss/add/critique.
 

BoTastic!

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I'll like to help with this guide if i can. since Monk is busy with his matters i doubt he'll be able to do anything. Look at Boss's match up discussion for the match up chart.
 

A2ZOMG

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I guess I'll get training mode kill percents on Mario vs Mario when I have time from Summerschool. **** I actually wrote a god**** list of those including sweetspot statistics and misplaced it. D=

It had things like the fact the Jab combo kills at 357%, the fact there is a mere 10% difference between the kill strength of the sweetspot F-smash and nonsweetspot (like seriously, Mario's F-smash is so much better in Brawl because of this). Also the D-smash no longer sweetspots from hitting with the inside of Mario's legs.

The U-smash always kills R.O.B. at around 125% undiminished especially if he DIed the wrong way (the right way to DI Mario's U-smash I think is the direction he is facing, but I can't remember), just thought I'd let you know. It's devastating if you kept it undiminished. Fat characters are the ones where it takes about 150% to U-smash kill. Lightweights take only 100%, maybe a little less.

Oh, and it's slightly late, but you should have reserved a second post. Dunno, I guess we could always create a new topic for the completed product? <<

I haven't done any testing on it, but it's known that G&W's U-air stall counts towards diminishing returns. I highly suspect the FLUDD might do this too, and if it does, then I think we should all use it more. =P
 

Seventh Sword

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I guess I'll get training mode kill percents on Mario vs Mario when I have time from Summerschool. **** I actually wrote a god**** list of those including sweetspot statistics and misplaced it. D=

It had things like the fact the Jab combo kills at 357%, the fact there is a mere 10% difference between the kill strength of the sweetspot F-smash and nonsweetspot (like seriously, Mario's F-smash is so much better in Brawl because of this). Also the D-smash no longer sweetspots from hitting with the inside of Mario's legs.

The U-smash always kills R.O.B. at around 125% undiminished especially if he DIed the wrong way (the right way to DI Mario's U-smash I think is the direction he is facing, but I can't remember), just thought I'd let you know. It's devastating if you kept it undiminished. Fat characters are the ones where it takes about 150% to U-smash kill. Lightweights take only 100%, maybe a little less.

Oh, and it's slightly late, but you should have reserved a second post. Dunno, I guess we could always create a new topic for the completed product? <<

I haven't done any testing on it, but it's known that G&W's U-air stall counts towards diminishing returns. I highly suspect the FLUDD might do this too, and if it does, then I think we should all use it more. =P
If you want, I can test those out.
 

Judge Judy

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Here's all Mario's double aerials that he can do out of a SH that I can think of: Dair to Dair, Dair to Nair, Dair to Uair, Bair to Bair, Bair to Nair, Bair to Dair, Bair to Uair, Uair to Uair, Uair to Nair, Uair to Dair, Uair to Bair, Uair to Cape to Uair, Uair to Cape to Nair, Uair to Cape to Dair, Uair to Cape to Bair.

Yah, thriple aerial is sexy if you count the cape as an aerial
 

Mario_ 101

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Here's all Mario's double aerials that he can do out of a SH that I can think of: Dair to Dair, Dair to Nair, Dair to Uair, Bair to Bair, Bair to Nair, Bair to Dair, Bair to Uair, Uair to Uair, Uair to Nair, Uair to Dair, Uair to Bair, Uair to Cape to Uair, Uair to Cape to Nair, Uair to Cape to Dair, Uair to Cape to Bair.

Yah, thriple aerial is sexy if you count the cape as an aerial
You could do d air to other other aerials?! And I've never been able to land 2 b airs in a sh. Are you sure? Well, I'll take your word for it. And triple aerials sound sexy.:psycho:
 

BoTastic!

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you can SH Bouble Bair the timing is pretty hard I've only been able to do it like 4 or 5 times Dair to another aerial shouldn't work at all
/sarcasm :psycho:

A bit of stuff to add

Mario Torndo is good for approaches but add ib that if its blocked u can either DI back, behind them, or jump to avoid being grabbed. it also starts combos pretty easily

Bair as a bit of range for Mario. It has more range than it did in melee and and has decent knockback

U can use 2 Usmashes to a Bair on floaty characters when ur Back is turned

Reverse Hyphen smash is useful for controlling the arc of Mario's Usmash

Mario can do a series of double sh Uairs on heavy chracters and even floaties like Peach and TL.

Mario can Jab to dsmash by jab faking

a shutter stepped Fsmash is useful for to get a bit more range

Caping ur oponent while during their Fsmash gives u a good chance to counter attack

Cape can also be used to change ur direction for Reverse Uairs and Bairs when edgeguarding

Fludd can be used to stop ur oponent's sh aerials and makes them vunerable to a counter attack

Fludd data from copied and pasted from ???????. Man i don't know where ths guy went i miss him T_T, he's real smart.


Here's a list of the projectiles that F.L.U.D.D. stops that I've found so far:

*All of Diddy Kong's projectiles (Peanut Popgun and Banana Peel)*

*Ice Climbers' Ice Shot*

*King DeDeDe's Waddle Dee Toss*

*Most of Link's projectiles (Hero's Bow, boomerang but not the tornado, Bomb)*

*Lucario's Aura Sphere until about halfway charged*

*Lucas's PK Thunder*

*Luigi's Fireball*

*Mario's Fireball*

*Ness's PK Thunder*

*Peach's Vegetable (Turnips, Beam Swords, Bob-ombs, Mr. Saturns)*

*Pikachu's Thunder Jolt*

*Pit's arrows*

*Ivysaur's Razor Leaf*

*R.O.B.'s Gyro until about halfway charged (The F.L.U.D.D. can still avert the trajectory of the gyro even if the gyro is charged more than halfway)*

*Most of Samus's projectiles (Charge Shot until about halfway charged, Missile but causes it to explode, Samus's Bomb but causes it to explode)*

*Snake's Hand Grenade and Cypher (The Cypher camera when Snake releases it)*

*Sonic's spring from the Spring Jump (Only cancels out the spring as a projectile in the air)*

*All of Toon Link's projectiles (Bow, Boomerang, Bomb)

*Wario's Wario Bike (Only stops the bike as a projectile; stops the bike and bike parts)*

*Zero Suit Samus's Power Suit Pieces*


Things that I'm not sure about:

*Olimar's Pikmin Throw*

*Mr. Game & Watch's Chef*

*Ivysaur's Bullet Seed (I don't think F.L.U.D.D. does anything to it but I'm not positive)*

*Yoshi's Egg Throw*

*Snake's Usmash (I don't think F.L.U.D.D. does anything to it but I'm not positive)*


Notes:

*F.L.U.D.D. goes through non-item projectiles it has priority over while simply stopping and pushing away item projectiles*

*Some projectiles simply go through the F.L.U.D.D. without affecting the F.L.U.D.D. itself including Falco's Blaster, Fox's Blaster, Wolf's Blaster, and Sheik's Needle Storm*

*King DeDeDe’s Waddle Dees can also be pushed away while they are on the ground*
 

Gory snake

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Ice Climbers a horrible matchup because of their chain-grab? By your logic, Ice Climbers have a good matchup against everyone, which they obviously do not, otherwise they would be considered top tier.
 

BoTastic!

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The only advantage Mario has on the IC is he can rack up damage and separate them only if they are above him. Otherwise the match up is very very onesided
so basicly try ur best not to get grabbed and rack up as much damage as possible. for the kill. Killing them isn't hard and when nana is gone it gets a lot easier.
 

Judge Judy

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you can SH Bouble Bair the timing is pretty hard I've only been able to do it like 4 or 5 times Dair to another aerial shouldn't work at all
Nah it work, just go and do it in training at a low speed. As for double Bair, I bet the reason you have trouble doing it is because you do that flip thing which apparently delays the aerial. This has happened to me a lot, I didn't figure out what I was doing wrong until I went into 1/4 speed and saw that I kept accidently doing that backflip thing cause I was pressing back at the same time I pressed jump when I was tring to do a rising Bair.
 

Mario_ 101

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Nah it work, just go and do it in training at a low speed. As for double Bair, I bet the reason you have trouble doing it is because you do that flip thing which apparently delays the aerial. This has happened to me a lot, I didn't figure out what I was doing wrong until I went into 1/4 speed and saw that I kept accidently doing that backflip thing cause I was pressing back at the same time I pressed jump when I was tring to do a rising Bair.
Ahhh... that's why. I backflip a lot, lol.
 

BoTastic!

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This guide is a work in progress. I'll get it done eventually.
the stuff i listed is very useful. Make sure u add them...

Edit: Nvrmind.. i see u did it already i'lll have some more info on Mario another time.

check the link on Help!'s guide.
 

A2ZOMG

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Marth is definitely not neutral, but I'd more say 6/4 in Marth's favor.

It's 6/4 as opposed to something worse since at least you can keep him away from you with Fireballs and FLUDD. You can also punish his whiffed kill moves with a pivoted F-smash. Marth is also really, really bad at dealing with things below him (although be careful, he's better than you at dealing with things above him). Both of you can effectively ledgeguard the other.
 

hippiedude92

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Marth is definitely not neutral, but I'd more say 6/4 in Marth's favor.

It's 6/4 as opposed to something worse since at least you can keep him away from you with Fireballs and FLUDD. You can also punish his whiffed kill moves with a pivoted F-smash. Marth is also really, really bad at dealing with things below him (although be careful, he's better than you at dealing with things above him). Both of you can effectively ledgeguard the other.
I agree with you on that. Marth has alot of high priority moves that outmatch Mario's. He's dtilt and Dancing blade is so gey for Mario to deal with. You can pressure him with Fireballs, forcing him to approach you, and making him a predictable manner.


Also, does Mario have alot of ATs? Because the only thing I know is Cape dashing or that Aerial Cape Extension thing and Pivot grab o.o.
 

BoTastic!

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I agree with you on that. Marth has alot of high priority moves that outmatch Mario's. He's dtilt and Dancing blade is so gey for Mario to deal with. You can pressure him with Fireballs, forcing him to approach you, and making him a predictable manner.


Also, does Mario have alot of ATs? Because the only thing I know is Cape dashing or that Aerial Cape Extension thing and Pivot grab o.o.
hmm i think cape stalling counts as well
 

BoTastic!

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ahh crap ah well

a suggestion u tink u can color code Mario's match ups depending on who's his hardest to easiest?
 

JumpMan_Punk

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I like this Guide its almost as good as the melee mario guide. But u should have categorize the match ups more for easy match ups and a part for hard match ups which u would actually see more tourney scene
 

Mario_ 101

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^

The hard matchups are the "good characters" they are considered to be high-top tier, which, as a result, makes them the "popular characters," which are seen mostly at tourneys (how many Jigglypuffs do you see in tourneys?), which makes your request pointless, since I have the names colored for matchups: red=very hard, orange=hard, yellow=neutral, green=easy, blue = very easy.
 

BoTastic!

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BoScotty
Thx to NarutoFanPM

he pointed out that Fsmash does 25% damage when aimed up with more knock back

does 22% damage when aimed down with less knockback.
 

Takeshi245

Smash Champion
Joined
Jul 13, 2007
Messages
2,051
Location
Ansonia, CT
I actually think Mario vs. Marth is 7-3. That Dancing Blade kills most, if not, all your ground approaches. Don't forget about that counter, too. If used sparingly and wisely, Mario will have more trouble fighting him. I agree with Marth outranging and outprioritizing Mario. Oh, and if Marth spaces him properly to get tipped attacks, he becomes even more difficult to fight. Not as bad as it was in Melee, where it was like 8-2. :)
 
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