Hello, im a competitive smash since brawl and mario has been my main in all iterations of smash, and in sm4sh is supper fun and good to play but i have been in problems when im agaisnt a puff.
approaching a puff is quite difficult for me, always gimping, throwing bairs and nairs and fair to recover for the ledge, puff aerials have very low cooldown and my playstyle relays on grabs after an attack so i have to spam fireballs to do cheap damage, and if i'm lucky some uair string to make the most of my damage, and im getting so much trouble to kill puffs(normally i'll end a stock with a down-smash, forward-smash), after a while i start getting nervous and spam up-smash and there is when puff have an opportunity to put a rest on me.
so any tips against the second most annoying character is sm4as(first rosalina)
Thanks in advance.
Against a Puff that spams aerials, shield and B-air/U-air out of shield as necessary. You can generally speaking trade favorably with B-airs if she insists on playing an air game against you given Mario's aerials are also pretty fast. Don't worry too much about landing U-smash unless you see her making a commitment that you can react to. Just focus on dealing consistent damage, and if necessary KO her with B-throw at 120%. She becomes a lot harder to play against when she mixes up her air game with a good ground game though. In general against Puff, it's really important to play as reactively as you can to her positioning, and try your best to go for attacks when you are certain your spacing is good.
How do you guys handle tough Ike players? Let's assume he can recover under FLUDD and past the Cape.
I honestly think this matchup is difficult to play on both sides. Mostly because both characters lack really easy KO confirms in this matchup. Ike is safer in neutral and probably overall has the advantage because of that, but Mario juggles him really easily (like, D-throw early on is like a free 60% on Ike because Ike's options against juggles are that terrible). Both characters have to make fairly hard reads during juggles though to actually get the KO.
I theorycraft Ganon do I? What neutral does Mario just let Ganon hit you with dtilt? But I might as well share my notable Mario vs. Ganon experience:
- I was facing my good friend Gunblade in tournament. If you watched Apex 2015, you heard him commentate. He went Ganon game 2 and I got caught by some early Ganon tricks and got killed very fast. He only took about 15% before he killed me. However, I started to zone with fireballs and pressure safely. As soon as I got in, it was free combos for days. Ganon can't break combos. Even if you try to wizard foot, I can hit you before it comes out. Easy kill off the side and then a cape gimp for the win.
- I'm playing on NAKAT's stream with a few members of LoF. NAKAT started a charity drive to help False go to final battle in Cali. Someone on stream said they would donate $10 if False landed a warlock punch. While he struggles to land it (which he eventually does) I start talking on stream on how I think Ganon is a terrible character and how he can't do anything. Eazy, a notable player from NY, said he would donate $15 if I beat his Ganon with my Mario. I double two stocked him.
You don't even state Ganon's obvious and glaring weakness: he's extremely slow. His movement is sluggish, his start up is slow, his end lag is long, (there are a few safe moves, don't get me wrong) and he's easily punished. On the other hand, Mario is quite fast with quick start up, low cooldown and little lag. This allows Mario to focus on his strength and rush down Ganon to rack up damage very easily. You don't even mention speed and that's a huge problem.
Your number and description don't add up. You make it sound much worse than 45/55 disadvantage.
I crossed the line with the attack. You deserve an apology for that. I'm sorry. However, do not say that I've never listened to your part. I've listened countless times on what your perspective is. And I don't mean any disrespect when I say this, but I just disagree and believe you're wrong on a lot of things. But who knows? Maybe I'm the wrong one and Mario was nerfed from his already low tier form.
I personally didn't want to watch APEX after hearing drama about the seeding and other dumb things that happened earlier, and because I generally am never excited about watching tournaments until videos get posted and I get to view things at my leisure.
Now as I stated earlier, Mario does combo and juggle Ganon pretty reliably. You can maintain a lot of momentum onstage basically by spamming D-air in this matchup once you're in given Ganon doesn't have an extremely fast close range option to stop it once you're close. Thing is, eventually Ganondorf will be aiming to go for the ledge. One of Mario's biggest problems generally speaking is he actually does a very poor job of pressuring this. He has very few ways to easily end a stock against characters who reset towards the ledge, and his ledge traps are generically mediocre at best. This matchup quite often resets to neutral after the initial low% shenanigans that occur, where Ganondorf generally speaking has the advantage.
Ganon's mobility to be frank isn't really a weakness against Mario minus in situations where he's getting juggled and does not have the space to reset towards the ledge. What's more important than that is Ganondorf controls space better than Mario does in neutral with attacks like N-air, DA, D-tilt, and Wizkick. This isn't to explicitly say Mario will get hit by these moves in neutral. But he has to put in a significant amount of effort to respect these moves, and Ganondorf has other responses to take advantage of this that are also very rewarding.
Also, Mario doesn't really zone Ganondorf that well. If he tries to approach from the air, even with a fireball, all Ganon has to do to counter this is N-air. So basically, approaching from the air is never a seriously good option for Mario, forcing him to base more of his offense on the ground, where he's overall fairly limited. Mario basically can't really use a fireball with forward momentum safely in this matchup given Ganon's anti-air is extremely good and rewarding, meaning he will mostly try to force Ganon to approach with fireballs. Now, a good player fundamentally will powershield the majority of these, although they do prevent Ganondorf from dashing recklessly. However this doesn't make the situation good for Mario. He still has to get past Ganon's tilts and N-air. The ground game is to an extent a guessing game where technically, Ganon can be sorta reliably punished if he blatantly whiffs a ground move given Mario's mobility, however outside of Mario's low% combo game, the reward Ganon gets from landing a hit is far greater than what Mario gets both in terms of damage and positional advantage. Keeping in mind that none of Mario's attacks directly beat Ganon's primary pokes in neutral.
Now I'm glad you can cite that you have Ganon players to play against, but honestly, the majority of Ganon mains I've seen play this matchup (from videos) don't actually know this matchup, and I don't ever get the impression that they're seriously disadvantaged. Many Ganon mains I've encountered don't use N-air nearly as much as I or the other Smashboards Ganon mains do (I've only honestly seen Gunblade play once, and it was basically in the 3DS era, so I don't know much else about his playstyle). And all I can say is the move very noticeably limits Mario's options in neutral and forces him to play on Ganon's terms. Mario doesn't just get to rush down Ganon in this matchup. He has to trick his way in past Ganon's significantly superior midrange options. He DOES have a lot of punish opportunities which makes the matchup quite winnable for him, but they require reads, and when they don't work, Ganon overall gets more reward in more situations.
The other thing is, Cape and FLUDD edgeguards as I stated earlier are both situational, and often easily avoided except in situations where poor DI is involved given Mario can really only cover specific options with those moves. So even though Ganondorf has a punishable recovery, it's often quite difficult for Mario to usually do much to Ganon's recovery that isn't simply free damage. Free damage is significant, and it's part of where Mario can maintain momentum that keeps the matchup winnable. However in contrast, when Ganondorf goes for an edgeguard, he typically ends a stock extremely reliably by just landing any aerial. So overall, I would easily believe that in general offstage situations, they're more in Ganon's favor. It's also worth keeping in mind that it can be very dangerous for Mario to edgeguard Ganon in situations where he has enough space to double jump U-air, while Mario in contrast isn't quite as scary to edgeguard outside of Up-B stage spike potential.
I say the matchup is 55/45, and not more in Ganon's favor because Mario's juggle potential is very good and Ganondorf has to go through fairly significant effort to get out of Mario's juggles, which aside from the near guaranteed ~60% or so keep Ganon in awkward positions where he often reaches danger percents pretty quickly. I cite resetting towards the ledge a lot because it's good against Mario, and you have to understand that this ultimately IS punishable and something Mario can maintain momentum on, and occasionally make some difficult hard reads for KO opportunities. However the overall possibility of ledge resets putting Ganondorf back in neutral where he still outperforms Mario outweighs Mario's close range control game, and Mario's gimp potential, even if a threat, is nowhere near consistent enough to be better than Ganon's multitude of extremely viable KO options.