Fire!
Smash Champion
Wasn't really satisfied with the first one, but didn't want to replace it so I made another. Marios feel free to help me fill in the blanks and answer the FAQ (looking for 50-100 words for most questions). I don't think I'll be able to work on this for a while so I'll need your help.
If anyone else has questions, feel free to ask.
Anyway...
Move
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Image
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Damage
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Move Hits On...
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Move's Primary Use
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Move's Secondary Use
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Notes
Stage
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Image
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Advantages
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Disadvantages
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Counterpick
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Ban Against
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Extra Notes
If anyone else has questions, feel free to ask.
Anyway...
The Quick Reference Guide to Mario(WIP)
Table of Contents
1. Match-ups
2. Moveset
3. Stages
4. FAQ
5. Miscellaneous
6. Resources
1. Match-ups
| Tier | Ratio | Mario's Advantages | Opponent's Advantages | Counterpicks/Bans | Recommended Strategy | More Info
| Top| -3 |
Mario has a projectile
Meta Knight is lightweight
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Outprioritizes Mario
Can easily gimp Mario
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Frigate Orpheon
Lylat Cruise
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Passive Aggressive
Defensive
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| Top | -1 |
Lightweight opponent
Pretty easy to edgeguard
Once inside, can combo easily
Deals damage easily
Early KO power
Delfino Plaza
Get in the air
Pretty easy to edgeguard
Once inside, can combo easily
|
Can shut out all approachesDeals damage easily
Early KO power
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Frigate OrpheonDelfino Plaza
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Force off stageGet in the air
| Top | -1 |
Easy to edgeguard
Mario can deal with Bananas better than most characters
Easy to combo once inside
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Bananas are still annoying
Diddy has great air game
Can edgeguard you pretty well
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Battlefield
Final Destination (Ban)
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Platform Camp
Force edgeguarding
| Top | -2 |
Ice Climbers are easily separated
Mario is better in the air
KOing Nana is easy
Popo can still chaingrab Mario
Desyncs make approaching harder
Mario is better in the air
KOing Nana is easy
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Death GrabPopo can still chaingrab Mario
Desyncs make approaching harder
| * | *
| Top | -2 |
Mario is better in the air
Has OK edgeguard skills
Can Cape grenades
Grenades interupt attacks
You can't Cape Snake's recovery
Has OK edgeguard skills
Can Cape grenades
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KOs much fasterGrenades interupt attacks
You can't Cape Snake's recovery
| * | *
| Top | -2 |
Very easy to gimp Falco
Cape messes up Laser and Phantasm game
Can KO pretty early
Better ground game
Lasers will be very annoying
Cape messes up Laser and Phantasm game
Can KO pretty early
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Falco deals damage very fastBetter ground game
Lasers will be very annoying
| * | *
| Top | -2 |
Stutter Step Outranges Marth's F-Smash
Somewhat easy to edgeguard
Marth has little options below Mario
Has safer approach options
Can knock Mario offstage easily
Has more aerial priority
Somewhat easy to edgeguard
Marth has little options below Mario
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Mostly outranges MarioHas safer approach options
Can knock Mario offstage easily
Has more aerial priority
| * | *
| Top | -1 |
Pikachu is lightweight
Can combo pretty well
F.L.U.D.D. really helps edgeguards
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Pikachu has better overall range
Can combo Mario pretty easily
Water conducts electricity
| * | *
| Top | -1 |
Combos pretty easily
Fireballs help ground approaches
Back Air helps with air spacing
Very hard to be edgeguarded
Can manuver in the air easily
Fireballs help ground approaches
Back Air helps with air spacing
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Wario is heavyVery hard to be edgeguarded
Can manuver in the air easily
| * | *
| High | -1 |
Mario can KO her early
Fireballs greatly help approach
Can easily Up Air string her
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ZSS can easily combo Mario
Better overall range
Her recovery makes gimping hard
| * | *
| High | -1 |
Mario has better range in the air
Easy to manipulate Lucario's recovery
Up Smash kills pretty early
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Aura Properties are annoying to KOs
Lucario's F-Smash has great range and knockback
Can edgeguard Mario fairly well
| * | *
| High | -3 |
Dedede is a big target
Fireballs arguably better than Waddle Dees
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Dedede has an Infinite
Easily outranges Mario
Edgeguards very easily
| * | *
| High | -1 |
Cape shuts out a lot of projectiles
Very easy to combo
Mario can knock off and edgeguard Toon Link quickly
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Projectiles are still annoying
Toon Link has a great Wall of Pain
It's easy for him to manuver around Mario
| * | *
| Border | -2 |
Wolf has short range
Easy to keep off stage
Easily to combo
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F-Smash and D-Smash beat you out
Somewhat heavy
Can get Mario off stage early
| * | *
| Border | -2 |
G&W is super lightweight
F.L.U.D.D. is great against most attacks
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Hard to approach
Hard to punish
Can absorb Fireballs
| * | *
| Border | -1 |
Fox is easy to combo and edgeguard
Lightweight makes KOing easy
Great air to air game
Fireballs can be easily avoided
Fox has more priority
Lightweight makes KOing easy
Great air to air game
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Up Smash kills earlyFireballs can be easily avoided
Fox has more priority
| * | *
| Border | -2 |
Back Air is good for spacing
Fireballs interupt Peach's approach
Pretty easy to KO vertically
Peach's Down Air does a lot of sheild pressure
Peach can edgeguard you pretty well
Fireballs interupt Peach's approach
Pretty easy to KO vertically
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Hard to outzone PeachPeach's Down Air does a lot of sheild pressure
Peach can edgeguard you pretty well
| * | *
| Border | -1 |
Cape outranges Pit's aerials
Pit's ground moves are easy to punish
Easy to combo
His moves have great knockback
Has better aerial mobility
Pit's ground moves are easy to punish
Easy to combo
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Pit has better priorityHis moves have great knockback
Has better aerial mobility
| * | *
| Mid | -1 |
Cape stops projectiles
R.O.B. is easy to juggle
FIHL is very useful
Great Down Smash and Shield Grab
Better on the ground
R.O.B. is easy to juggle
FIHL is very useful
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R.O.B has an amazing recoveryGreat Down Smash and Shield Grab
Better on the ground
| * | *
| Mid | -1 |
Easy to juggle
Kirby has bad approach options
Fireballs can be used to camp
Can KO Mario easily
Kirby has great edgeguarding ability
Kirby has bad approach options
Fireballs can be used to camp
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Kirby can combo easyCan KO Mario easily
Kirby has great edgeguarding ability
| * | *
| Mid | 0 |
Mario has better kill power
Fireballs can interupt Sonic's attacks
KOs off the top easy
Can combo pretty nicely
Recovery prevents edgeguards
Fireballs can interupt Sonic's attacks
KOs off the top easy
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Approaches easilyCan combo pretty nicely
Recovery prevents edgeguards
| * | *
| Mid | -1 |
Easy to combo
Easy to edgeguard
Can camp with fireballs
Great range
Very early KO power
Easy to edgeguard
Can camp with fireballs
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DK has great priorityGreat range
Very early KO power
| * | *
| Mid | 0 |
Easy to juggle
Ike has a gimpable recovery
Mario has better overall speed
Has very long range
KOs really early
Ike has a gimpable recovery
Mario has better overall speed
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Jab Combo/Cancel deals good damageHas very long range
KOs really early
| * | *
| Mid | -1 |
Mario has better priority
He has better KO options
Fireball is the better projectile
She out speeds you in every way
Has great combo options
He has better KO options
Fireball is the better projectile
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Sheik can easily approachShe out speeds you in every way
Has great combo options
| * | *
| Mid | -1 |
Mario has better combo game
Cape can easily gimp
His Eggs are great on the ledge
Has longer range
Cape can easily gimp
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Yoshi is pretty heavyHis Eggs are great on the ledge
Has longer range
| * | *
| Mid | 0 |
Cape
Cape
Cape
Pretty good offstage
Cape
Cape
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Can absorb FireballsPretty good offstage
| * | *
| Mid | -1 |
Mario can gimp all 3 recoveries
Fireballs are great to use
Arguably better platform control
Squirtle has great aerial game
Charizard is hard to KO
Fireballs are great to use
Arguably better platform control
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Trainer has better KO powerSquirtle has great aerial game
Charizard is hard to KO
| * | *
| Mid | 0 |
Easy to space
Mario can KO vertically
Luigi has much better KO power
Mario can KO vertically
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Luigi is hard to gimpLuigi has much better KO power
| * | *
| Low | -1 |
Mario has better combo ability
Easy to gimp
Can Cape projectiles
Can KO pretty early
Easy to gimp
Can Cape projectiles
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Fireballs are hinderedCan KO pretty early
| * | *
| Low | N/A |
Easy to gimp
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Easy to gimp| * | *
| Low | 0 |
Mario has better KO power
Cape helps against projectiles
Better combo ability
So. Many. Projectiles.
She has great ledge game
Cape helps against projectiles
Better combo ability
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Samus can gimp easySo. Many. Projectiles.
She has great ledge game
| * | *
| Low | 0 |
Mario can combo Bowser very easily
Fireballs help approach
Easy to Cape
Up-B OOS
Bowsercide
Fireballs help approach
Easy to Cape
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Lots of KO powerUp-B OOS
Bowsercide
| * | *
| Low | 1 |
Easy to combo as Mario
Easy to gimp as Mario
Easy to approach as Mario
His ground moves can outrange you
Better taunt ability
Easy to gimp as Mario
Easy to approach as Mario
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Falcon has solid air gameHis ground moves can outrange you
Better taunt ability
| * | *
| Low | 1 |
Easy vertical kills
Mario can space Puff well
Pretty easy to combo
Hard target to hit
Better off-stage
Mario can space Puff well
Pretty easy to combo
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Cape is almost useless hereHard target to hit
Better off-stage
| * | *
| Low | 1 |
Very easy to combo
Very easy to gimp
Mario can shut down most projectiles
Great when Mario is on the ledge
Very easy to gimp
Mario can shut down most projectiles
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Better KO potentialGreat when Mario is on the ledge
| * | *
| Low | 1 |
Pretty easy to KO
Mario can SDI out of most attacks
Better overall mobility
Zelda can hinder Fireballs
Mario can SDI out of most attacks
Better overall mobility
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Down Smash is goodZelda can hinder Fireballs
| * | *
| Low | 2 |
Ganon's a big target
Must faster moves
Easy to Cape
Can Techchase
Moveset pressures direct edgeguards
Yoshi's Island (Brawl)
Delfino Plaza
Camping
Must faster moves
Easy to Cape
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Has major KO powerCan Techchase
Moveset pressures direct edgeguards
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BattlefieldYoshi's Island (Brawl)
Delfino Plaza
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PressureCamping
*Matchup ratios based on the BBR Matchup Chart.
2. Moveset
Jab |
| 3% | Frame 2 | Damage Racker | Combo Starter | Used to refresh stale moves
Forward Tilt |
| 8% | Frame 5 | Spacing Tool | Damage Racker | Follows nicely from B-Air
Up Tilt |
| 7% | Frame 5 | Combo Starter | Damage Racker | Can poke under some platforms
Down Tilt |
| 7% | Frame 5 | Spacing Tool | Mix-Up | Relativity Useless
Dash Attack |
| 9% | Frame 6 | Mix-Up | Damage Racker | Has solid priority
Forward Smash |
| 17% | Frame 15 | KO Move | Mix-Up | Should be Angled and Stutter-Stepped
Up Smash |
| 14% | Frame 9 | KO Move | Escape Move | Can be used OOS from behind
Down Smash |
| 15% | Frame 5 | KO Move | Escape Tool | Can lead to gimps
Neutral Air |
| 10%| Frame 3 | Gimping Tool | Defensive Tool | Able to break combos
Forward Air |
| 13% | Frame 16 | KO Move | Gimping Tool | Can counter edgeguarders
Back Air |
| 12% | Frame 6 | Spacing Tool | Damage Racker | Mario's best spacing tool
Up Air |
| 11% | Frame 4 | Damage Racker | Combo Starter | Deals damage and aerial pressure
Down Air |
| 12% | Frame 5| Damage Racker | Spacing Tool | Great for Shield Pressure
Fireball |
| 5% | Frame 14 | Spacing Tool | Gimping Tool | Mario's main approach tool
Cape |
| 8% | Frame 12 | Gimping Tool | Mix-Up | Learn to Cape Stall
Super Jump Punch |
| 10% | Frame 3 | Escape Move | Mix-Up | 3 Frame Invincibility
F.L.U.D.D. |
| 0% | Frame 21| Gimping Tool | Mix-Up | Can mess up opponent's momentum
Forward Throw |
| 9% | Frame 10-16 | Spacing Tool | Mix-Up | Use as a surprise mixup
Up Throw |
| 8% | Frame 13-22 | Mix-Up | Spacing Tool | Mostly a positioning tool
Back Throw |
| 12% | Frame 31-53 | KO Move | Spacing Tool | Sets up for edgeguards
Down Throw |
| 6% | Frame 13-22 | Combo Starter | Mix-Up | Low percent combo tool
References*
3. Stages
Battlefield |
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- Great use of platforms
- Helps on stage Up-B
- Mario can platform camp
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- Bad against characters with better air game
- Other characters have better platform game
| Diddy, Ice Climbers, ROB, Dedede | Marth, Peach | *
Final Destination |
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- Sides help with edgeguarding
- Larger Blast Zones
- Prevents some air camping
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- Harder to recover on ledge
- Easily outcamped
- No help from platforms
| Snake, Ike, Wario, Meta Knight | Dedede, Falco, Pit, Diddy | *
Smashville |
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- The moving platform
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- The moving platform
| Matchup dependent | Matchup dependent | It's Smashville
Delfino Plaza |
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- Great platform game
- Walls helpful for Jab Locks
- Easier to recover on ledge
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- Problems with Sharking
| Ike, ROB, Peach | Meta Knight, Pit, G&W | *
Frigate Orpheon |
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- Great platform game
- Small horizontal Blast Zones means easier edgeguarding
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- Stage flip can be pretty bad against Mario
| Olimar, Sheik, Pikachu, Sonic, Marth, Pit | Samus, Wario, Peach | *
Yoshi’s Island (Brawl) |
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- Slopes don't really hinder Mario
- Wall Jump recovery
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- Ghost messes with gimps
- Harder against disjointed characters
| ROB, Falco, Diddy | Sonic, Lucario, G&W, DK | *
Halberd |
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- Up Smash more useful with low ceiling
- Can work with middle platform well
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- Bad against sharking characters
- Low ceiling bad against vertical KOers
| Jigglypuff, Peach, Kirby | Snake, Meta Knight, Olimar | *
Lylat Cruise |
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- Mario has great platform usage
- Slants/Platforms help edgeguarding
- Slants also help Fireball approaches
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- Forced to sweetspot the ledge when recovering
- Other characters have great platform pokes
| Fox, Falco, Wolf, Ice Climbers, Dedede | G&W, Ike, Bowser, Snake | *
Castle Siege |
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- First stage great for edgeguarding
- Second stage prevents projectile campers
- Third stage has high ceiling
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- Easily gimped on first stage
| Pit, Samus, Diddy | Wario, Peach, Snake | *
Pokemon Stadium |
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- Has some platforms to work with
- High ceiling helps survivability
- Has Wall Jump tricks
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- Ledge isn't that helpful
- Other characters can gimp Mario pretty easily
| Very much personal preference | Very much personal preference | *
Brinstar |
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- Stage can refresh stale moves
- Lava can save you sometimes
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- Edgeguarding doesn't really help here
- Fireball approaches not as helpful
| Sonic, Samus, Luigi | Dedede, Peach, Meta Knight | *
Pictochat |
|
- Slopes sometimes help ledge game
- Platform tricks depending on level
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- Mario edgeguarding is hindered
| Snake, Fox, ROB | Wolf, Peach, DK | *
4. Frequently Asked Questions (FAQ)
(To be answered)
~General~
What are my KO options at 0%-50%?
It's not recommended that you go for low percentage KOs, but the best way would be to pressure your opponent off-stage with Cape and FLUDD. Characters like Falco, Ike and Ness who all have straightforward recoveries are your best targets. Moves like Down Smash can send your opponent off the stage and you can catch them while they are recovering. You don't have to Cape/FLUDD them immediately though, simply having these characters off-stage or on the ledge is usually an advantageous state for Mario and this state is better used for dealing damage. Try to Cape/FLUDD only if you feel lucky.
What are my KO options at 50%-100%?
Mario’s KOs primarily comes from higher percentages, but you do have a few options. The most notable one is Forward Smash, more specifically, Stutter-Stepped Forward Smash. Stutter-Stepped Forward Smash out ranges a lot of moves so it’s a good way to surprise your opponent and tip the balance in your favor. Against lighter characters, it can sometime KO if you’re near the ledge. Another option you have is Wall-of-pain’d Back Airs. Whereas previously Back Air wouldn’t get you much knockback, around 50%-100% is a good time to start using Back Air offensively. If kept fresh, they can send your opponent of stage, leading to easy off-stage gimps.
What are my KO options at 100+%?
Around 130% is when all of Mario’s KO options became available to you. Although, probably the most under-used move at this percentage is Up Smash. Unlike Forward Smash and Down Smash which are probably stale at this point, Up Smash’s primary use is always a KO move. That means the move will almost always stay fresh and ready to use until the time you need it. A good time to use this move is out-of-shield. Just remember that Mario moves his head in an arching motion so the hitbox will be bigger behind Mario.
What are some easy low percent combos?
These attack strings really depend on what type of opponent your facing, but you main goal is you get your opponent into the air. Your primary choices are Down Air and Down Throw. These will usually lead into Up Air strings that end in Neutral Air, Back Air or even Forward Smash.
What are my approach options?
The three main approach options you have are Defensive Back Air, Offensive Down Air and Fireball. Defensive Back Air, as its name implies is best used when you want to approach carefully. This move has decent range, good knockback, and is pretty fast making for a good move to test your opponent with. Also, since the move is in the air, you can somewhat control the direction of your Back Air with a Reverse Aerial Rush. Offensive Down Air is a good approach option simply because it deals good shield pressure. If it hits, you’ve hit your opponent into the air, but if it misses, you still have a good chance of predicting their out-of-shield option and come away pretty safe. Don’t try to contest this move with another attack though. Down Air has short range, so you’ll probably lose these clashes. Finally you have the Fireball, which is Mario’s most versatile approach. This move will be expanded on in other questions.
What are Mario’s options from a Grab?
This is mostly percentage and match-up dependent, but you’ll mostly be going for Down Throw. Forward Throw and Back Throw can send your opponent pretty far, but usually that will end up with you having to approach again. Up Throw sends your opponent high enough so you can’t follow up so Down Throw is your most advantageous choice. Although it isn’t uncommon for you to land a Forward Smash from a Grab Release!
What characters does Mario do well against? (Pocket Mario)
Mario does well mostly against characters with bad recoveries. Tools such as his Fireballs, Cape and FLUDD coupled with his good air game make recovering opponents hesitate at every move you make. If you notice that your opponent is very straightforward with their recovery, picking Mario might be more than enough to throw them off their game.
What move do I momentum cancel with?
Up Air.
Can I techchase with Mario?
What can I do with a full hop on-stage?
How can I look flashy?
Is there any specific Mario lingo?
~Tactics~
What are some defensive maneuvers?
What are some offensive maneuvers?
How can I maintain stage control?
When is it most appropriate to Roll/Spotdodge?
What ways can I edgeguard?
How can I bait characters with Mario?
What moves can I space with?
What are some evasion tactics? (Sidesteps, Airdodges)
Can I shieldpoke?
How can I gimp characters off stage?
What are my options for getting back on the ledge?
~Moves~
What are some advanced techniques that I can use (3)?
What can I do with FLUDD?
When can I charge FLUDD?
How can I use Forward Air on-stage?
What are Mario’s high priority attacks?
What are some Jab Cancel tricks?
When can I use Up-B on stage?
What are my throw options?
What are my escape moves?
What are my OOS options?
What are the best punish moves?
Are any moves better buffered?
Are there any special hitbox properties?
~Stages/Matchups~
What are Mario’s best stages?
Are there any stage specific tricks?
What are Mario’s best matchups?
What are Mario’s worst matchups?
What can I do against Meta Knight?
What can I do against Snake?
What can I do against Marth?
5. Miscellaneous
Basics
Advanced
6. Resources
by HeroMystic
by bobson
by Toomai