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The Wing Cap v2: A Quick Reference Guide to Mario

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
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...

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
:metaknight:| Top| -3 |​
Mario has a projectile​
Meta Knight is lightweight​
|​
Outprioritizes Mario​
Can easily gimp Mario​
|​
Frigate Orpheon​
Lylat Cruise​
|​
Passive Aggressive​
Defensive​
|​
:olimar:| Top | -1 |​
Lightweight opponent
Pretty easy to edgeguard
Once inside, can combo easily
|​
Can shut out all approaches
Deals damage easily
Early KO power
|​
Frigate Orpheon
Delfino Plaza
|​
Force off stage
Get in the air​
:diddy:| Top | -1 |​
Easy to edgeguard​
Mario can deal with Bananas better than most characters​
Easy to combo once inside​
|​
Bananas are still annoying​
Diddy has great air game​
Can edgeguard you pretty well​
|​
Battlefield​
Final Destination (Ban)​
|​
Platform Camp​
Force edgeguarding​
:popo:| Top | -2 |​
Ice Climbers are easily separated
Mario is better in the air
KOing Nana is easy
|​
Death Grab
Popo can still chaingrab Mario
Desyncs make approaching harder
| * | *​
:snake:| Top | -2 |​
Mario is better in the air
Has OK edgeguard skills
Can Cape grenades
|​
KOs much faster
Grenades interupt attacks
You can't Cape Snake's recovery
| * | *​
:falco: | Top | -2 |​
Very easy to gimp Falco
Cape messes up Laser and Phantasm game
Can KO pretty early
|​
Falco deals damage very fast
Better ground game
Lasers will be very annoying
| * | *​
:marth: | Top | -2 |​
Stutter Step Outranges Marth's F-Smash
Somewhat easy to edgeguard
Marth has little options below Mario
|​
Mostly outranges Mario
Has safer approach options
Can knock Mario offstage easily
Has more aerial priority
| * | *​
:pikachu2:| Top | -1 |​
Pikachu is lightweight​
Can combo pretty well​
F.L.U.D.D. really helps edgeguards​
|​
Pikachu has better overall range​
Can combo Mario pretty easily​
Water conducts electricity​
| * | *​
:wario:| Top | -1 |​
Combos pretty easily
Fireballs help ground approaches
Back Air helps with air spacing
|​
Wario is heavy
Very hard to be edgeguarded
Can manuver in the air easily
| * | *​
:zerosuitsamus:| High | -1 |​
Mario can KO her early​
Fireballs greatly help approach​
Can easily Up Air string her​
|​
ZSS can easily combo Mario​
Better overall range​
Her recovery makes gimping hard​
| * | *​
:lucario:| High | -1 |​
Mario has better range in the air​
Easy to manipulate Lucario's recovery​
Up Smash kills pretty early​
|​
Aura Properties are annoying to KOs​
Lucario's F-Smash has great range and knockback​
Can edgeguard Mario fairly well​
| * | *​
:dedede:| High | -3 |​
Dedede is a big target​
Fireballs arguably better than Waddle Dees​
|​
Dedede has an Infinite​
Easily outranges Mario​
Edgeguards very easily​
| * | *​
:toonlink:| High | -1 |​
Cape shuts out a lot of projectiles​
Very easy to combo​
Mario can knock off and edgeguard Toon Link quickly​
|​
Projectiles are still annoying​
Toon Link has a great Wall of Pain​
It's easy for him to manuver around Mario​
| * | *​
:wolf:| Border | -2 |​
Wolf has short range​
Easy to keep off stage​
Easily to combo​
|​
F-Smash and D-Smash beat you out​
Somewhat heavy​
Can get Mario off stage early​
| * | *​
:gw:| Border | -2 |​
G&W is super lightweight​
F.L.U.D.D. is great against most attacks​
|​
Hard to approach​
Hard to punish​
Can absorb Fireballs​
| * | *​
:fox:| Border | -1 |​
Fox is easy to combo and edgeguard
Lightweight makes KOing easy
Great air to air game
|​
Up Smash kills early
Fireballs can be easily avoided
Fox has more priority
| * | *​
:peach:| Border | -2 |​
Back Air is good for spacing
Fireballs interupt Peach's approach
Pretty easy to KO vertically
|​
Hard to outzone Peach
Peach's Down Air does a lot of sheild pressure
Peach can edgeguard you pretty well
| * | *​
:pit:| Border | -1 |​
Cape outranges Pit's aerials
Pit's ground moves are easy to punish
Easy to combo
|​
Pit has better priority
His moves have great knockback
Has better aerial mobility
| * | *​
:rob:| Mid | -1 |​
Cape stops projectiles
R.O.B. is easy to juggle
FIHL is very useful
|​
R.O.B has an amazing recovery
Great Down Smash and Shield Grab
Better on the ground
| * | *​
:kirby2:| Mid | -1 |​
Easy to juggle
Kirby has bad approach options
Fireballs can be used to camp
|​
Kirby can combo easy
Can KO Mario easily
Kirby has great edgeguarding ability
| * | *​
:sonic:| Mid | 0 |​
Mario has better kill power
Fireballs can interupt Sonic's attacks
KOs off the top easy
|​
Approaches easily
Can combo pretty nicely
Recovery prevents edgeguards
| * | *​
:dk2:| Mid | -1 |​
Easy to combo
Easy to edgeguard
Can camp with fireballs
|​
DK has great priority
Great range
Very early KO power
| * | *​
:ike:| Mid | 0 |​
Easy to juggle
Ike has a gimpable recovery
Mario has better overall speed
|​
Jab Combo/Cancel deals good damage
Has very long range
KOs really early
| * | *​
:sheik:| Mid | -1 |​
Mario has better priority
He has better KO options
Fireball is the better projectile
|​
Sheik can easily approach
She out speeds you in every way
Has great combo options
| * | *​
:yoshi2:| Mid | -1 |​
Mario has better combo game
Cape can easily gimp
|​
Yoshi is pretty heavy
His Eggs are great on the ledge
Has longer range
| * | *​
:ness2: | Mid | 0 |​
Cape
Cape
Cape
|​
Can absorb Fireballs
Pretty good offstage
| * | *​
:pt:| Mid | -1 |​
Mario can gimp all 3 recoveries
Fireballs are great to use
Arguably better platform control
|​
Trainer has better KO power
Squirtle has great aerial game
Charizard is hard to KO
| * | *​
:luigi2: | Mid | 0 |​
Easy to space
Mario can KO vertically
|​
Luigi is hard to gimp
Luigi has much better KO power
| * | *​
:lucas:| Low | -1 |​
Mario has better combo ability
Easy to gimp
Can Cape projectiles
|​
Fireballs are hindered
Can KO pretty early
| * | *​
:mario2: | Low | N/A |​
Easy to gimp
|​
Easy to gimp
| * | *​
:samus2:| Low | 0 |​
Mario has better KO power
Cape helps against projectiles
Better combo ability
|​
Samus can gimp easy
So. Many. Projectiles.
She has great ledge game
| * | *​
:bowser2:| Low | 0 |​
Mario can combo Bowser very easily
Fireballs help approach
Easy to Cape
|​
Lots of KO power
Up-B OOS
Bowsercide
| * | *​
:falcon:| Low | 1 |​
Easy to combo as Mario
Easy to gimp as Mario
Easy to approach as Mario
|​
Falcon has solid air game
His ground moves can outrange you
Better taunt ability
| * | *​
:jigglypuff:| Low | 1 |​
Easy vertical kills
Mario can space Puff well
Pretty easy to combo
|​
Cape is almost useless here
Hard target to hit
Better off-stage
| * | *​
:link2:| Low | 1 |​
Very easy to combo
Very easy to gimp
Mario can shut down most projectiles
|​
Better KO potential
Great when Mario is on the ledge
| * | *​
:zelda: | Low | 1 |​
Pretty easy to KO
Mario can SDI out of most attacks
Better overall mobility
|​
Down Smash is good
Zelda can hinder Fireballs
| * | *​
:ganondorf:| Low | 2 |​
Ganon's a big target
Must faster moves
Easy to Cape
|​
Has major KO power
Can Techchase
Moveset pressures direct edgeguards
|​
Battlefield
Yoshi's Island (Brawl)
Delfino Plaza
|​
Pressure
Camping​
*Matchup ratios based on the BBR Matchup Chart.​
2. Moveset
Move | Image | Damage | Move Hits On... | Move's Primary Use | Move's Secondary Use | Notes
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
Stage | Image | Advantages | Disadvantages | Counterpick | Ban Against | Extra Notes
Battlefield |
|​
  • Great use of platforms
  • Helps on stage Up-B
  • Mario can platform camp
|​
  • Bad against characters with better air game
  • Other characters have better platform game
| Diddy, Ice Climbers, ROB, Dedede | Marth, Peach | *​
Final Destination |
|​
  • Sides help with edgeguarding
  • Larger Blast Zones
  • Prevents some air camping
|​
  • Harder to recover on ledge
  • Easily outcamped
  • No help from platforms
| Snake, Ike, Wario, Meta Knight | Dedede, Falco, Pit, Diddy | *​
Smashville |
|​
  • The moving platform
|​
  • The moving platform
| Matchup dependent | Matchup dependent | It's Smashville​
Delfino Plaza |
|​
  • Great platform game
  • Walls helpful for Jab Locks
  • Easier to recover on ledge
|​
  • Problems with Sharking
| Ike, ROB, Peach | Meta Knight, Pit, G&W | *​
Frigate Orpheon |
|​
  • Great platform game
  • Small horizontal Blast Zones means easier edgeguarding
|​
  • Stage flip can be pretty bad against Mario
| Olimar, Sheik, Pikachu, Sonic, Marth, Pit | Samus, Wario, Peach | *​
Yoshi’s Island (Brawl) |
|​
  • Slopes don't really hinder Mario
  • Wall Jump recovery
|​
  • Ghost messes with gimps
  • Harder against disjointed characters
| ROB, Falco, Diddy | Sonic, Lucario, G&W, DK | *​
Halberd |
|​
  • Up Smash more useful with low ceiling
  • Can work with middle platform well
|​
  • Bad against sharking characters
  • Low ceiling bad against vertical KOers
| Jigglypuff, Peach, Kirby | Snake, Meta Knight, Olimar | *​
Lylat Cruise |
|​
  • Mario has great platform usage
  • Slants/Platforms help edgeguarding
  • Slants also help Fireball approaches
|​
  • 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 |
|​
  • First stage great for edgeguarding
  • Second stage prevents projectile campers
  • Third stage has high ceiling
|​
  • Easily gimped on first stage
| Pit, Samus, Diddy | Wario, Peach, Snake | *​
Pokemon Stadium |
|​
  • Has some platforms to work with
  • High ceiling helps survivability
  • Has Wall Jump tricks
|​
  • Ledge isn't that helpful
  • Other characters can gimp Mario pretty easily
| Very much personal preference | Very much personal preference | *​
Brinstar |
|​
  • Stage can refresh stale moves
  • Lava can save you sometimes
|​
  • 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
|​
  • 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
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
Changelog

10/5/12 - Updates to Video Guide (Thumbnails, Description, Tags)
12/11/12 - 8 FAQs answered





trivia
zones
cape properties
generic combos
random tips
 

Matador

Maybe Even...Utopian?
Joined
Jun 9, 2007
Messages
5,718
Location
Bowie, MD
I wish I knew how to research how much that actually aids recovery. I'm almost positive that it helps a TINY bit, but not enough for it to be worth it most of the time.

I'd rather use it as a defense offstage.
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
We really need to do an Advanced Technique Usage/Discussion thread. I was going to have a section dedicated to ATs, but I wasn't sure how to format it. I'm also gonna be adding another section that is going to require discussion. My ultimate goal is to raise the activity on the boards and hopefully get some new Marios.
 

Coolwhip

Smash Champion
Joined
Aug 3, 2010
Messages
2,254
Location
Chicago, IL
NNID
Co0lwhip
It really isn't that good of a technique lol... you could get killed for doing it.
Well, maybe i'm just really good at somethings with mario. I've done it more then once and haven't gotten killed/punish for it.

btw, i have replays of me performing it.

:pow:
 

Cezz624

Smash Apprentice
Joined
Jan 1, 2011
Messages
162
Location
Los Angeles, California
NNID
Cezz624
3DS FC
2964-9447-5535
I honestly don't think fludd can be used for recovery. You need it charged and most of the time, I never have it ready because I constantly use it to space or FIHL. But when I do use it, I get punished really bad. And sometimes I even result into getting KOed. BTW prps to you Fire for this awesome update, we really needed something like this.
 

Jimmyfosho

Smash Hero
Joined
Jan 1, 2010
Messages
5,317
Location
Being sarcastic and pointing out the obvious.
Well, maybe i'm just really good at somethings with mario. I've done it more then once and haven't gotten killed/punish for it.

btw, i have replays of me performing it.

:pow:
I'm just going to assume its because your opponents honestly have no idea you're completely vulnerable while using it... lol I've been punished for trying that so many times like a year ago. It honestly doesn't even benefit Mario using it in the way shown in the video. DI'ing probably does the same amount of distance and at least you can defend yourself while doing it.
 

DtJ XeroXen

The biggest fraud
Joined
Aug 22, 2008
Messages
4,166
Location
Fort Wayne, Indiana
NNID
XeroXen
It seems pretty useless to me, because any height that could be used to initiate a FLUDD without killing yourself is a height that you can recover normally anyway.
 

SuperLuigi9624

Smash Cadet
Joined
Nov 15, 2012
Messages
25
Sorry to bug you, but is Mario's cape really his ONLY advantage against Ness? To me, the cape really doesn't help that much against Ness. :/
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
The Ness thing was kind of a joke, but Mario is faster and has overall better range than Ness. We also mess him up in the air pretty badly.
 

DtJ XeroXen

The biggest fraud
Joined
Aug 22, 2008
Messages
4,166
Location
Fort Wayne, Indiana
NNID
XeroXen
I'll make sure it gets revised (with potentially more information on some matchups because we have to rediscuss a few of them)

Actually I'll make sure to save the main points so we can get more stuff under the more info row.
 

RPlayer-10

Smash Rookie
Joined
Jun 5, 2013
Messages
3
¡Wow! Thanks for the guide.
I think that there are more ways to use the force of Mario to beat his opponents.
 
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