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i guess it could be used to be super defense and lame with pills. Mario can make people do some stupid stuff if you propperly space yourself during FH pill.Do people here ever really wavebounce Fireballs? if so in what situations? Only time I have every really used it is as "hey look what I can do while your getting star KO'd spam non existent tech skill time"
I mix up fireballs with different tech a lot.Do people here ever really wavebounce Fireballs? if so in what situations? Only time I have every really used it is as "hey look what I can do while your getting star KO'd spam non existent tech skill time"
Dude, Mario Ledgedash basically covers the whole stage. It basically wins the game, basically.Regular power shield is a 4-frame window. The one that reflects projectiles back is 2-frames. I've always found it to be not that difficult.
Also, did I already mention in here how amazeballs Mario's ledge-dash is? OMG. It's a thing of beauty.
When the match first started it looked like you were just doing things, but then I saw the CG follow onto platform, and the WL after an aerial, and generally good follows on techs, so you're no random, which is a good start.Hey all, not sure if this is the right location but was hoping I could get some tips/critique on my Mario play. My tag is No~M, been playing smash for years but only really got into the P:M tourney scene 12 months ago or so. Here's the link to a 2-0 set I won at my local monthly a couple weeks ago (Mario vs. Link), only recording I have right now:
http://www.twitch.tv/projecttoronto/b/653788631
Game 1 is from 1:26:30 - 1:31:00 , Game 2 is from 1:31:35 - 1:35:10 .
Thanks so much! Sorry again if this is the wrong place to post this.
Thank GeZ, really appreciate the analysis! I had some comments/questions, might be a bit disorganized but bear with me:Dude, Mario Ledgedash basically covers the whole stage. It basically wins the game, basically.
When the match first started it looked like you were just doing things, but then I saw the CG follow onto platform, and the WL after an aerial, and generally good follows on techs, so you're no random, which is a good start.
At one point you down B above ledge, right in front of Link, then cape. There's no reason to do either of those in front of a waiting opponent, ever. If the guy opposite you was more competent you would've lost that stock right there, so be mindful of using your recovery tools below the ledge, and mixing them up, as being predictable with Mario's recovery gets you edgeguarded for free.
Your fireballs in neutral are pretty well chosen, and generally used well. I think that an opponent with better counterplay, or a MU where fireballs get countered easier will make you think about it more, but for now it was fine usage. My one gripe is that you approached with them more than I'd like. If your opponent isn't afraid of them you'll get ****ed on for walking behind full hop fireballs because they'll go over their head if spaced right.
I really, really like your recovery outside of that first moment. Saving double jump well, using early Up B sparingly but remembering it's an option, getting good distance out of Down B. Big thumbs up. Sorry if I'm writing a lot. I could be less specific and do mentality exclusively, but I haven't done this in a while, and I'm enjoying watching your set, so yeah.
But yeah, I saw you get hit pretty often because you walked after fireball without thinking about it. That worked in 3.02, but doesn't nearly as well in 3.5. You should be looking to bait reactions from your opponent with excessive movement and fireballs, and poke at them with Ftilt, jab, and Fsmash when you sneak it in. Mario plays much closer to his Melee incarnation now, in my opinion. He's closer to a fundamentalist, and better players will make you play that way, as your fireball and fly in approach is pretty easily shut down if it's not feared. Recommendation on that is just to spend more time DD'ing, and watching your opponents reactions to your movement, pokes, and fireballs.
I see you cape in the neutral a lot, which is a niche option at best. Much less of that. Only do it when you have some clear idea of it accomplishing something, like reflecting a projectile, or turning around an Fsmash, or something of the like. Otherwise it's not worth it. Besides that, your use of Dtilt in combos is tasty, and you don't end combos early with smash attacks, which is good. You could probably benefit from grabbing more when your opponent gets out of your combo. People are scared when they get out of being hit. Even if your Uair > Uair > string doesn't convert into a kill, and the opponent gets their feet back on solid ground, push your advantage. A lot of the time they'll just touch ground and shield. Grab until they don't do that. If they're prone to panicking, or don't have good grab counterplay, you can run up to them and wait, or position yourself to DD in front of them as they touch the ground, and they might freak out and do something random and punishable.
I saw you do a sequence where you moved in like you were going to approach, WD'd back, then flew in with neutral air, and it punished a grab, but the Nair was flying at the guy before he even threw out grab. Point is, you do what I used to do a lot, which is do something that constitutes as a bait, then threw out something that would punish what you were baiting, without waiting to see what their reaction was. A more grounded player will just wait, and you'll fly in like a dummy and get blown up.
I've got a lot more I could say, but this is a lot to read, so tell me if you'd like more, or you want the info in a more general sense of improve this, these are fine, be more mindful of this, etc. All in all though, really like your Mario. Potential city.
I'd say that SH fireball and FH fireball both have their place. FH fireball can put you in a really bad position against characters with good disjoint, while SH fireball can be blown through by a lot of characters Nairplanes. Pick your moments maybe? One thing I'll say personally, is that when I choose to approach with fireball, I'll either dash away, then B reverse fireball towards them, using the movement from it to cover for the poorer IASA frames, or I'll full hop WL fireballs. I rarely approach with them though.Thank GeZ, really appreciate the analysis! I had some comments/questions, might be a bit disorganized but bear with me:
- Very start of Game 1 did look pretty derp before the CG, I'm still finding fireballs a bit awkward cause of the 3.5 IASA nerfs. Would you say that SH fireball is still useful despite the end-lag or is sticking to FH better (to avoid landing lag)?
- Good point about the down B in front of people, it's definitely punishable. I think my recovery distance is pretty huge (because I map every D-pad direction to special and mash for Down B) but I agree I need to work on mixing it up more.
- I wish fireball spam worked as well as 3.02 But I guess it's more interesting this way. When you talk about baiting reactions (and this is kind of a question about reading/baiting in general), do you find yourself consciously logging what the opponent will do or is it a subconscious process? With fireballs for instance, would you throw them out and then watch and remember exactly what your opponent did so you can choose a counter-option next time? I find that usually my reads come subconsciously, where I sort of just 'know' what option they will choose (not that they work that often) in certain situations (ie a tech chase scenario).
- I didn't know the Link matchup so I was trying to cape his projectile spam, don't usually use it that much. Definitely don't wanna get into that habit. Someone else suggested to me afterwards that SH nair is often a better option than cape against laggy projectile animations like Link boomerang, where you cancel it out and approach at the same time.
- I like your regrab tip to follow up after a string, and thanks, really really dig Mario's dtilt in this game. One of my favorite kill combos (I fished for it and didn't quite land it in Game 2) is dtilt > SH uair > DJ fair
- Good point about the WD back > nair punish thing, I guess it's counterintuitive to try and bait something without waiting to make sure the bait worked. If he were an f-smash happy Ike I'd be pooped on for doing that
- Were there any options you think I didn't use enough? I want to implement more jab, ftilt, and fsmash, but I'm usually wary of committing with fsmash and I can't think of many setups that lead into an fsmash. Also I've reduced my dair use a lot since the hitbox was reduced after 3.02, maybe I could use it more?
Thanks again dude, and absolutely I'd love to hear what else you have to say, whether it be general stuff or specific practical stuff like improve x and practice y etc.
uhh I guess hes more so even?Took me a while to realize who tf this was.
side note is it me or does mario seem to be even or slightly disadvantaged in terms of overall MU spread.
If you don't know, in 3.6 the only way you can wall-jump after Up-B is if you initiate the Up-B while already touching the wall.Maybe I'm just bad, but aerial Up-B > WJ seems damn-near impossible in 3.6, even if I'm right up next to the wall. Frustration.
I'm always against the wall, but for whatever reason it's far easier when starting from the ground. Frustration.If you don't know, in 3.6 the only way you can wall-jump after Up-B is if you initiate the Up-B while already touching the wall.
If you have been doing that, then it's just a timing issue of when exactly to push the control stick away from the wall, and that'll come with practice.