Jab. Use it.
Anyway, the only Mario I've played is Matador. He tends to string attacks very effectively against me and put me away quickly. I tend to string a lot less for character reasons, but low % strings (dtilt -> ftilt -> utilt, dash attacks while he's in enough stun to be caught by them, or Usmash -> Usmash) build up enough damage for me to start playing defensive (in other words, Jab) and get him into dtilt lock range, which is similar to lightning kick KO range. Mario is hard to lightning kick when it's an air to air thing. It's much different when you shield anything that isn't a very low lag attack. He doesn't have a very hard time approaching me in general (from what I can tell), but once I started practicing with Jab, I've had much more success. I think he's more skilled than me, but I don't think this match-up is a 60/40 in Mario's favor.
Mario is pretty good at baiting responses in general. Fireballs are somewhat annoying to deal with at a closer range, but you can still Din's the fireball and Mario to at least prevent that approach. Nayru's, in my experience, works great against Mario's attacks. Learn the invincibility of this, especially for Mario, because aside from Fsmash, none of his attacks are so disjointed that you won't reach with it. Otherwise, the main two OoS options you need to be using are bair and Dsmash. Those have worked best for me.
As for recovery, when I first started playing against him, Matador tore right through it. With some practice though, it's a bit of a rarer occurance. If he's gonna shoot FLUDD at you, Nayru's. No, it won't reflect it, but it will negate the pushback of it. Now all you have to do is warp. If the cape is a problem, warp on the stage and just pray that you don't take a stock loss. At higher %s, I say go for the edge more often. Mario's harder to edgeguard. I usually just ledgedrop and attempt an aerial when he's farther away. If I misjudge, Nayru's helps with its invincibility and how it slows you down. Otherwise, you're looking to get yourself killed.
I prefer to use ftilt over Fsmash in this match-up. Angled ftilt works against approaches, but Jab is the best. You'll rarely find yourself in a situation where you Fsmash and hit him and NOT take his attacks. You might as well go with the jointed, but quicker version. I keep mentioning Jab for a good reason. I didn't use it much before against Mario, but it stops his SH approaches nicely. Jab -> dtilt/Dsmash are great moves to keep him out. Ever since I realized this, I've performed better against Matador.
This isn't in Mario's favor from what I can tell. Once you get used to how he edgeguards, it's easier to not get edgeguarded. (Duh.) His approaches are decent, but again, Jab and dtilt keep him at bay. I have rarely been punished for Nayru's on a fireball, though I find it better to jump and Nayru's to deal with his aerials and the fireball. Don't go off-stage against him. Watch out for his smashes.
The Dtilt lock can be UpB'ed by Mario
No it can't. At the proper % and decay, you have enough frame advantage to hit him with another before he can move.
don't go trying to reflect his fireballs because then the real burning begins lol.
If he's approaching with the fireball, Nayru's does work just fine. If it's from farther away, Din's it out. Fireball isn't really that much of an issue unless you're caught off guard.
apparently even if I'm out spacing and I'm OUTSIDE of your MASSIVE range I still can't counter attack with a stutterstepped Fsmash during your ending lag I'm still not out spacing you...
and even though Zelda players tend to have the same pattern when on the ground there is NO WAY IN HELL I'd be able to predict a Dsmash after X amount of Dtilts
Apparently, Zelda is attacking Mario with a laggy attack (read: something that is not Jab or Fsmash) when Mario is clearly not in range so she can get hit. This would be called
poor spacing on Zelda's behalf, which is a player issue, which does not have any bearing on Zelda, which does not belong in this discussion.
If you're getting hit by X amount of dtilt
s, then you're probably in a dtilt lock. If you're in a dtilt lock, you're probably gonna get hit by Dsmash even if you utter, "Oh I know what you're gonna do, you're gonna Dsmash me!" to whoever you're playing. Once again, this does not matter. If you're getting hit by dtilt and then blocking Dsmash, Zelda is doing it wrong.
Every match up debate. The opposite side always pulls out the range crap. Range doesn't really decide the factor in this. DK, Rob and Ike out range mario pretty badly. They also have more range then Zelda. Do they have the advantage over Mario? No. Zelda can not keep Mario out at all. Din's fire is not a threat to any mario player. mario can get in side and stay inside. Zelda has her own with her CQC. I say the match up is even.
Ok, cool, range isn't everything.
However, when you're facing someone who does have more range than you and they can effectively negate your projectiles, yes, it does become a problem. Let's put it this way:
DK vs. Mario
+ range for DK
- projectile (doesn't have one)
- reflector
Ike vs. Mario
(See DK)
Robot vs. Mario
+ range for Robot
- projectile (because the cape exists)
- reflector (it's a worse reflector than Nayru's)
Now let's look at Zelda
+ range for Zelda
= projectile (cancels out your projectile just fine, but at least you can remain relatively safe from it)
+ or = reflector (as far as projectiles go anyway - a chance of reflecting a fireball for damage/stopping approaches and not taking damage > not taking damage, but clearly if the Zelda player does it wrong, she's getting punished)
Zelda does not share the same characteristics as the three of them besides range and power. Before someone runs in and goes, "Oh, but she's lighter, so it doesn't matter as much", bear in mind that she's floaty and thus doesn't suffer from getting bounced up and down the court unlike those other three. She might get bounced in the air, but I've never been hit more than twice in the air by *any* character in this game at any given point, not counting multi-hit stuff like Mario's dair as more than one hit.
Long story short, Zelda has the range and power of those three and more and should not be compared to them.
Din's Fire isn't exactly good against Mario...all of Mario's aerials go through it except for the Bair...plus we can reflect the explosion...
You're pretty much assuming the Marios you play against are thick...if you shoot it past me I'm going to run towards you, you stop in front of me I won't do anything, you stop it on me I'll cape it...anyway you look at it...it's a bad move against Mario
False. It's called canceling out his fireballs and stalling his approach, even at close range, where you can actually cancel his fireball and hit him in the lag. If Zelda isn't taking any damage from using Din's, there is no harm in using it to force you to approach her. If you're behind in damage, you're going to approach her because your fireballs aren't going anywhere.
Din's works just fine against Mario.
Dtilt leads to Dsmash. blah blah blah it's all about prediction powershield. Nayru's Powershield(Usmash tilt the shield up). the truth is once Mario is in your range it gets pretty hard to keep him out...it only takes one hit for Mario to get an entire opening
Once again, LOL @ powershielding Dsmash after dtilt. Who the hell is using this on you at like 30% so you can do this to Zelda? At low %s, I don't even use dtilt that much because of how vulnerable you can be because of it. Better for Zeldas to dtilt -> grab.
Ok, Mario can string attacks on her. He gets a few in at lower %s and then gets two at most at higher damages, usually just one because you're not pushing her far away.
Now let's reverse this dramatic situation:
- I powershield your aerial and hit you with my bair at 80%. Guaranteed death, though in practice I can kill at 65%.
- I shield anything that doesn't push me too far back at ~60%. I dtilt lock you and end it with Dsmash or ftilt and put you above 100% or possibly death depending on where you are.
- I feel like I don't know what to do but I shield your attack. I Dsmash and start the process all over again.
Zelda has more OoS options, but Mario's attacks can be dealt with just fine with these few.
Correct me if I'm wrong but aren't Zelda's main attacks in the air are Nair, Fair and Bair(depending on the direction)? Nair gets canceled out by Mario's Dair and if I'm in front/back of you I'll probably expect fair/bair and react accordingly
If Zelda knows that the nair hitbox isn't on her head, she shouldn't be losing to dair often with her nair (and should be using a lightning kick instead).