Viceversa96
Banned via Warnings
- Joined
- Jun 18, 2012
- Messages
- 413
Some of you may remember this thread I made from Smashmods. Hope this helps .
This thread is to show the usefulness and to make the most out of Mario's moveset. Warning! Some of these are situational.
Jab: Really good for setting up mix-ups into grabs and tilts. Good for resetting your opponents if they miss a tech and the other 2 hits can be used to get the opponent off. Also has enough hitstun to Dsmash.
Forward tilt: Can be used to space.
Up tilt: Good for juggling opponents and starting combo's can kill above 150%
Down tilt: People say it's useless but it is actually useful it has lower cool-down in 2.6, an intangible shin, good for techchasing at high %s and starting small combos on floaties. Pokes bad/decayed shields.
Forward smash: Good range, knockback, and the sweetspot has transcendant priority. Great combo finisher and kills at 90%. Has a technical dodge (Mario pulls his arm in and leans backwards) that can allow Mario to dodge attacks and then punish. Stutterstepping extends it's range significantly (out-ranges Marth's Fsmash)
Up smash: Good combo starter on grounded opponents since it spikes and can lead to many aerials and kill above 130%. Great OoS option has invincibility during the entire attacking hitbox duration so it can be used to 'break through' attacks like Peach's dair.
Down smash: Fast and powerful. Good for spacing and combo finisher can kill above 100%.
Neutral air: Good for spacing, starting and ending combos and is a combo breaker.
Forward air: Good knockback on upper swing and kills at 110%, combo ender, meteor smash on last few frames can be used for edgeguarding and can set up for TCs and combo into Doc fair. Very safe to use offstage due to IASA frames.
Up air: Excellent juggler and combo starter also can be used to gimp with the back hit and set up bair edgeguards.
Down air: Excellent Combo starter can lead to an Uair off a full hop or grab and a lot of other things off a short hop.
Back air: Can WoP. Great for edgeguarding and gimping because of the semi-spike angle it sends opponents.
Neutral B (Fireballs): (As of 2.6 it has a higher rate of fire) Good for zoning and approaching and good hit stun. Sets up combos, grabs, and mix-ups. Forces very low or high recoveries and gimps.
Side B (Cape): Good for mind games and recovery and reflects projectiles. Gimps extremely well. Can also be used to ledgestall without using a DJ.
Down B (Mario Tornado): Good for recovery can also be used for approach unexpectedly. Sets up combos and can be used to stall out the opponent's invincibility on the ledge. Good tool at higher percentages.
Up B (Super Jump Punch): Recovery move and can be wall jump canceled. Is a combo breaker. Decent Oos option and can be angled straight up or diagonal.
Up-throw: Chain grab heavy and fast fallers, starts combos, and can kill floaties at 140% and above.
Down throw: Chaingrabs and starts combos.
Forward throw: Sets up for edgeguard, can kill with bad DI at about 130%.
Back Throw: Very powerful. Kills above 120% near the edge and above 140% anywhere else.[/COLOR
Other techniques:
Short Hop Back air Waveland: Use this for spacing.
Full Hop Fireball Waveland: Use this to mixup your approach.
Reverse Fireball: Use this to retreat from your opponent.
Reverse Aerial Rush Back air: Use this to mix up approach (situational).
Cape Glide:
This thread is to show the usefulness and to make the most out of Mario's moveset. Warning! Some of these are situational.
Jab: Really good for setting up mix-ups into grabs and tilts. Good for resetting your opponents if they miss a tech and the other 2 hits can be used to get the opponent off. Also has enough hitstun to Dsmash.
Forward tilt: Can be used to space.
Up tilt: Good for juggling opponents and starting combo's can kill above 150%
Down tilt: People say it's useless but it is actually useful it has lower cool-down in 2.6, an intangible shin, good for techchasing at high %s and starting small combos on floaties. Pokes bad/decayed shields.
Forward smash: Good range, knockback, and the sweetspot has transcendant priority. Great combo finisher and kills at 90%. Has a technical dodge (Mario pulls his arm in and leans backwards) that can allow Mario to dodge attacks and then punish. Stutterstepping extends it's range significantly (out-ranges Marth's Fsmash)
Up smash: Good combo starter on grounded opponents since it spikes and can lead to many aerials and kill above 130%. Great OoS option has invincibility during the entire attacking hitbox duration so it can be used to 'break through' attacks like Peach's dair.
Down smash: Fast and powerful. Good for spacing and combo finisher can kill above 100%.
Neutral air: Good for spacing, starting and ending combos and is a combo breaker.
Forward air: Good knockback on upper swing and kills at 110%, combo ender, meteor smash on last few frames can be used for edgeguarding and can set up for TCs and combo into Doc fair. Very safe to use offstage due to IASA frames.
Up air: Excellent juggler and combo starter also can be used to gimp with the back hit and set up bair edgeguards.
Down air: Excellent Combo starter can lead to an Uair off a full hop or grab and a lot of other things off a short hop.
Back air: Can WoP. Great for edgeguarding and gimping because of the semi-spike angle it sends opponents.
Neutral B (Fireballs): (As of 2.6 it has a higher rate of fire) Good for zoning and approaching and good hit stun. Sets up combos, grabs, and mix-ups. Forces very low or high recoveries and gimps.
Side B (Cape): Good for mind games and recovery and reflects projectiles. Gimps extremely well. Can also be used to ledgestall without using a DJ.
Down B (Mario Tornado): Good for recovery can also be used for approach unexpectedly. Sets up combos and can be used to stall out the opponent's invincibility on the ledge. Good tool at higher percentages.
Up B (Super Jump Punch): Recovery move and can be wall jump canceled. Is a combo breaker. Decent Oos option and can be angled straight up or diagonal.
Up-throw: Chain grab heavy and fast fallers, starts combos, and can kill floaties at 140% and above.
Down throw: Chaingrabs and starts combos.
Forward throw: Sets up for edgeguard, can kill with bad DI at about 130%.
Back Throw: Very powerful. Kills above 120% near the edge and above 140% anywhere else.[/COLOR
Other techniques:
Short Hop Back air Waveland: Use this for spacing.
Full Hop Fireball Waveland: Use this to mixup your approach.
Reverse Fireball: Use this to retreat from your opponent.
Reverse Aerial Rush Back air: Use this to mix up approach (situational).
Cape Glide: