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☆ ~ The Wing Cap ~ ☆ (Somewhat outdated)

Fire!

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


The Comprehensive Guide to Mario(WIP)

Table of Contents


If the music bothers you, just turn down the volume.


1. Overview
2. Meet the Players
3. Match-ups
4. Advanced Techniques
5. Mario's Moves
6. Playstyles
7. Helpful Videos




1. Overview

Straight from the Mushroom Kingdom comes this brand new guide to playing Mario in the current metagame. This is a community project, with a good deal of people playing a key role in the completion of this guide. Still a work in progress, it will be updated often. Anyone can provide their own input. If you'd like to run a portion of the guide, or feel something needs to be changed, contact either myself, or the resident mod Mad

"New to Mario? Let's-a go!" - A Mario Guide by A2ZOMG
"THE Mario Guide" - A Mario Guide by Mario_101
Mario Frame Data
Mario Q&A Thread
Mario Tournament Results Thread
Mario in Teams Discussion
Rate My Mario Thread
Mario Stage Counterpicking Disscusion
Mario's KO % Data (Both Regular and Balanced Brawl)
The Mario Match-up Index



2. Meet the Players!

SkylerOcon: First class Ness basher, he's been around since this board was first created. He's one of the two people that have the power to change this thread, and anyone's description here. He's also most famous for completely owning Straked's Ness on a daily basis.

Straked:A Mario main that holds Ness as a close second, he's only been around since December. He is also the original starter of this thread before he got all "Mad" and stuff.

Matador: One of the brightest Marios here. His valuable contributions to this place haven't gone unnoticed. Good ****, good sir.

FireMario149:This guy deserves a big thanks for his work.

Monk: Hi, Monk.

HeroMystic: Is never satisfied with his caption.

Dory: I never really knew you. Hi!

Bo X7: He was a very big part of the early Mario boards, and still drops by once in awhile.

KirinBlaze: Dude ***** with Mario and Link. He's a pretty cool guy.

Matt07: Another Mario main we're always glad to see.

A2ZOMG: One of the more active Mario mains, he knows his stuff.

XeroXen: This guy just doesn't get enough recognition.

Kanzaki: Supa dupa Tony!

Vato_Break: Despite living in SoCal, he still tries hard to make us proud and rep Mario whenever he can.

fromundaman: A Kirby player that still uses a good deal of Mario and visits us often. A really nice guy.

Hippiedude92: Despite maining Luigi, he still seconds Mario. He's asian, but spouts things like "get @ me nugguh" and makes himself look silly. Likes anime a little too much.

ThatGuy: He drops by fairly often, and has a pretty slick username. I mean, he's that one guy, ThatGuy.

Mario_101: Author of another Mario guide, he's participates in plenty of online tournaments. Expect big things from this guy.

Judge Judy: Judge has been with the Marios from the start, dude's completely serious.

Ray/Boshi: Hiya!

Veggi: Stops by once in awhile.

FrankPizzi: He's been a lurker for awhile now, and happens to be a great Mario.

bobson: Hi, bobson!

Inferno3044: He will slap your pimp. Or something of that nature.

Famous: The guy that paved the way for Mario's new metagame. A very skilled player, he's dedicated to the plumber, more so than any of us here. He doesn't get the credit he deserves.

Honorable Mention
Boss8.
???????



3. Matchups


Matchups are an important part of knowing how you'll fair vs. the rest of the cast. Use this as a cheat-sheet of sorts, so you'll know what to expect. Mario has the tools to overcome nearly anything. If you don't feel like you can't win a match, by all means counter-pick a character or stage. A select few of us here are determined to prove Mario's worth, so forget secondaries.

Mario Match-Up Discussion

[/URL]


Ness




Outdated Match-Up Discussion

http://www.smashboards.com/showthread.php?t=174907

Metaknight:

Pros:

+Fairly easy to combo
+Can reliably kill at 100% +Dair out Prioritizes Tornado
+Lightweight
+Fludd can kinda push tornado
+Mario has fireballs

Cons:

- Metaknight is much faster
- Most of Metaknight's move out prioritize Mario's
- Metaknight has more range
- Hard to edgegaurd
- Mario is easily edgegaurded by Dair
- Hard to approach
- Tornado eats everything except Dair
-Gimps mario almost too easily
-Better combo ability

-=--==--=--==--=--==--=--==--=-

Mr.Game and Watch:

Pros:

+Game and Watch is lightweight
+Mario has have fludd and cape to gimp his B-up
+He is the perfect weight to combo on low percents. Fsmash and Usmash usually kill around 80-90 %

Cons:

-Game and Watch's aerial moves out prioritize Mario's
-Hard to space, and approach effectively against Game and Watch
-Vunerable to starting and ending lag punishment on some moves
-Turtle Shield Poke
-Disjointed hitboxes
-He can juggle you with neutral air and up air
-He has judgment, also can bucket fireballs killing you around 40%
-His up-b can gimp you if you edge stall

-=--==--=--==--=--==--=--==--=-

:Marth:

Pros:
+Easy to edgeguard
+Fsmash competes with the range of his sword
+Vulnerable to KO at lower percents (110%-120%)
+Projectiles for safer approach and campy game.

Cons:

-Outranges you on most attacks
-SH Fairs are hard to punish as a recovery
-Racks up damage easily on Mario
-Quick kills with tippers

Some do's and don't against Marth
Do's:

1.Space
2.Use fireballs as an opening
3.Stay on marth if you keep your distance throw fireballs if your close attack dont give him a chance to breathe
4.Shield breaker will break your shield and it doesn't hafe to be half as charged so be careful

Don'ts:

1.Don't come in from above
2.Marth has more aerial priority over you so ground fighting is better for you.
3.Tipper-will kill you at 60% or more

-=--==--=--==--=--==--=--==--=-

Snake:

Pros:

+Easy to combo
+UP B easy to gimp
+Slow ending lag in tilts
+Sucks in the air
+Cape screws up Usmash edgeguard
+Easy to disrupt side B
+Vulnerable to fireball approach

Cons:

-More range and power
-More priority
-Very heavy and hard to kill
-Difficult to approach
-Caping his Up B gives a chance to do it again

-=--==--=--==--=--==--=--==--=-

Ice Climbers:

Pros:

+Nana isn't that smart, because of that seperating them prevents their chaingrabs
+Quite easy to combo and aren't better than mario in the air
+Fireball approach is good
+D-air seperates the Ice Climbers

Cons:

-Chain grabs 0 death kills
-Desyncing makes approaching them a little diffcult sometimes
-Popo is small but don't underestimate his strength.
-Watch out for Up B when you have high percent
-Popo by himself can still chaingrab Mario from 0-60%

-=--==--=--==--=--==--=--==--=-

Falco:

Pros:

+Very easy to gimp
+Low percentage KO's
+Cape screws up laser approaches
+Easy to rack up damage
+Fsmash outranges and outprioritizes many of Falco's attacks. An overall reliable KO attack against Falco
+Fireballs and high priority up-B during recovery to protect against Falco's edgeguarding
+Mario has less laggy aeiral attacks

Cons:

-Reflector screws up fireball approaches
-Nair spacing further screws up approach
-Falco racks up damage VERY quickly with CGs and good combo game
-Falco beats you in range and priority
-Falco has a better ground game
-Falco has more lag on his air attacks

-=--==--=--==--=--==--=--==--=-

Lucas:

Pros:

+Easy to 'gimp'
+Cape projectiles
+Better combo potential

Cons:

-Fsmash is fast and strong
-Dair is annoyng if used right
-Fireball camping doesn't work due to his Psi-magnet.
-Quite a few ledgeguard options
-Usmash kills at like 100% and has just plain silly range
-Fsmash comes out fast a kills quite easily
-Dsmash kills easily and the hitbox goes behind Lucas(Not nearly as powerful)-Nair last a while and autocancels and can go through some of Mario's attacks

-=--==--=--==--=--==--=--==--=-

Wolf:

Pros:

+Combo'd easily
+Wolf doesn't have much range
+Easily 'gimped' recovery
+Fireballs will help make approaching easier
+Wolf isn't so good in the air

Cons:

-More power
-Fsmash, and dsmash
-Quite heavy
-More priority
-More speed

-=--==--=--==--=--==--=--==--=-

Wario:

Pros:

+Mario can easily combo Wario
+Have a overall aerial advantage
+Can easily cape/gimp his up B

Cons:

-Wario's d-air
-Wario's bite stops Mario's air approaches
-Hard to K.O
-Wario's down throw can lead to chaingrabs
-Difficult to edgeguard due to his bike

-=--==--=--==--=--==--=--==--=-

Zelda:

Pros:

+Not to hard to edguard
+N-air, and cape goes through her Din Fire
+Easy to combo
+Can K.O. and around 100%
+Good D.I from fmsash can help you survive up to 150%

Cons:

-Outranges Mario
-Can K.O mario with upsmash at around 110%
-Neutral b can make it hard to fireball camp
-Dsmash can ko you due to the angle if your pushed off the edge
-Fsmash shield pokes

-=--==--=--==--=--==--=--==--=-

Peach:

Pros:

+Mario can rush Peach
+F.L.U.D.D can kill Peach if she's trying to float back to the stage
+Mario has a good combo ability
+Fireball is a safe way to approach
+Cape is a breeze

Cons:

-Hard to kill due to weak vertical K.O moves
-Auto cancelled aerials which make it hard to punish
-Her d-air can eat your shield and leads into combo's
-Hard to approach
-Turnip spam

-=--==--=--==--=--==--=--==--=-

Diddy Kong:

Pros:

+You can use his banana peels against him
+Good combo game
+Better priority
+K.O power
+F.L.U.U.D can wreck his spike

Cons:

-He can easily edgeguard you
-Diddy is better in the air
-His bananas are still a pain
-Better ground game

-=--==--=--==--=--==--=--==--=-

Zero Suit Samus:

Pros:

+Can easily predict her side B
+Laggy fsmash, dsmash, grab, and neutral b
+Can easily K.O her with a fresh fsmash or usmash
+Can last longer
+Fireballs prove annoying
+She's weak at fighting enemies below her
+Better priority

Cons:

-Can easily combo you
-Better range
-Hard to 'gimp'
-Easy to 'gimp' our recovery
-If you stay above her she can easily combo you
-Long grab distance

-=--==--=--==--=--==--=--==--=-

Olimar:

Pros:

+Can cape is Pikmin
+Easy to ledgeguard
+He's lightweight

Cons:

-Better at K.O'ing
-Aerials have good range and K.O power
- Olimar has more range/disjointed hit boxes on nearly every attack
- His grabs have more range and can kill
- Purples and Reds almost destroy your camping game
- Olimar has a near perfect edge guard on Mario with Fsmash

-=--==--=--==--=--==--=--==--=-

Pokemon Trainer (Squirtle):

Pros:

+He's light
+Laggy smashes
+Better ground game
+Less range

Cons:

-Hard to hit
-Good aerial game
-Semi-hard to 'gimp'
-Decent grab range
-Takes less knockback from fsmash

-=--==--=--==--=--==--=--==--=-

Pokemon Trainer (Ivysaur):

Pros:

+Easy to juggle
+Easy to 'gimp' recovery
+Fsmash has increased knockback

Cons:

-Good range on the ground
-Good grab range
-Better range
-Bullet seed will prove annoying

-=--==--=--==--=--==--=--==--=-

Pokemon Trainer (Charizard):

Pros:

+Large target
+Easy to juggle
+Easy to gimp

Cons:

-Can outrange Mario's attacks
-Hard to K.O
-Rock smash and shield grab our excellent defensive options against Mario
-Amazing grab range

-=--==--=--==--=--==--=--==--=-

Donkey Kong:

Pros:

+Easy to ledguard
+Easy to combo
+Easy to camp
+Racks up damage fairly easy
+Mario has more options then Donkey Kong

Cons:

-Can outrange you
-Can K.O Mario at around 60% with a fsmash
-Can release shield grab
-F.L.U.D.D is useless against his up-B
-Good grab range
-Hard to K.O due to his weight
-More priority

-=--==--=--==--=--==--=--==--=-

Pikachu:

Pros:

-the little mouse is lightweight
-fludd destroys recovery
-cape lightning.....or neutrual B
-comboing is decent

Cons:

-The mouse has more range then you
-more combo reliabilty
-QAC (quick attack cancel)
-Dsmash is tough to DI out of

-=--==--=--==--=--==--=--==--=-

Mario:

pros:

-can be comboed
-has eventually no lag
-can fireball
-gimp
-combo speed is on point

cons:

-he can copy your pros >_>
-he is you O_o

-=--==--=--==--=--==--=--==--=-

Samus

Pros:
Samus isn't too difficult to gimp and her KO power is lower than yours.
Samus is easy to combo
You can reflect her projectiles
Fireball helps with her z-air approaches

Cons:
Approaching Samus is just a pain, between the missles, the charge shot, and that godly Zair.
Samus can do some serious damage very quickly though
She can gimp you just as easily

Overall match-up. 50-50.

-=--==--=--==--=--==--=--==--=-

Sonic

Edit: *ShadowLink84, posted the pro's and cons, thanks the list wouldn't have been possible without your input. Also special thanks too all the other Sonic mains for their contributions. I took some information out of their Match up thread as well (thread link; http://www.smashboards.com/showthread.php?t=161598) I remember their being the Sonic export match-up discussion thread on our board, but I can't find.

Pros:
Mario has a good amount going for him though. FLUUD can ease the pressure.
Fireballs can help pressuring though overuse may lead to getting b-aired from behind as he spinshots.
Faster attack speed overall.
Faster Dsmash and Usmash, with the Usmash being more powerful.
Stronger ground game.

Pros:
Has a better aerial game.
Breaks through fireballs easily.
Can approach Mario easily.
Has a really nasty 32% combo up to higher percents.
Said nasty combo can do 42% when done correctly even if proper DI is done.
Has overall better grabs (he can follow from an Fthrow, Dthrow and Uthrow)
Can chase you to the ends of the earth.
Recovery that makes it hard to get a gimp K.O/kill him.

The overall match-up was 55:45 Mario's favour.

-=--==--=--==--=--==--=--==--=-

Kirby:

Pros:
+Kirby is affected by FIHL.
+Kirby is fairly easy to juggle.
+Kirby has bad approach options.
+Fireballs can prove annoying.

Cons:
-Mario is easy to combo.
-Mario is not hard to K.O.
-His recovery is predictable.
-Better priority.
-Disjointed hitboxes.

-=--==--=--==--=--==--=--==--=-

Pit

Pros:
+Pit range isn't impressive at all but, he has more range than Mario. (Unless Mario throws out a shutter steped Fsmash)
+Cape outranges all of Pit's aerials
+Smash and tilts are punishable by all of Mario's moves.
+Pit's moves are quite punishable
+Pit isn't too hard to 'gimp' either.
+Pit is really easy to combo and kill.
+Mario's air game is better than Pit's

Cons:
-Pit's Arrows can prove annoying.
-Better priority.
-He has better ground speed.
-Better aerial mobility.
-Pit's F-smash is relaitviely strong if it's fresh.
-Pit's ground game beats Mario's.
-Pit is keeping the pressure.
-Pit's smash attacks come out relatively quick.
-Pit can reverse Mario's Up-B with his shield.
-Disjointed Hitboxes.

Overall Match-up.
50:50? I've seen quite a debate over this.

-=--==--=--==--=--==--=--==--=-

Ike:

Pro's:
+Ike's fairly slow.
+Recovery is easily thwarted via cape & Fludd.
+Very easy to juggle, even easier when he's in the air.
+B-air is really nice for approaching.
+F-tilt/U-tilt are very handly when on the ground. They come out quickly.
+D-air is a very safe approach to use.
+Fireballs help Mario with approach.
+Mario's Usmash out of shield works really good on a lot of Ike's approaches.
+Up B works against Jab Cancel's.

Con's:
-Jab combo is annoying at times. And racks up nice damage.
-He's powerful. Can KO you at ridiculously low percents if you get hit at the edge of the stage.
-His U-air/N-air have a somewhat decieving hitbox.
-If he's good at perfectshielding, his weak grabs can be annoying at times.
-Ike has good pressure at the ledgeguarding, making hit hard for Mario due to his small range.
-Difficult to approach.
-Grab release F-air combo on Mario.

Over-all Match-Up: 55:45 Mario's Favour.

-=--==--=--==--=--==--=--==--=-

R.O.B

Pros:
+R.O.B. is very easy to juggle.
+Cape neutralizes R.O.B.'s projectile spam and such.
+FIHL affects all his aerials.
+Mario is much faster in the air than R.O.B.
+Fireballs help a a lot to create openings for easy juggles.
+Jab outspeeds all of his attacks.
+More Reliable KO Potiential (fix'd)

Cons:
-Beastly recovery.
-More priority.
-Better reach.
-His Shield grab is annoying.
-KO Power is even with Mario's. (added)

-=--==--=--==--=--==--=--==--=-

Fox:

Pros:
+Mario's combo game is good against Fox, due to his 'fast fall' physics.
+Mario has better combos.
+Mario can edgeguard Fox better then Fox can edgeguard Mario.
+Mario has a better air game then Fox.
+Fox is very light, making it easier to K.O him.

Cons:
-Fox has better priority range.
-Fox deals with fireballs effectively.
-His combo game isn't bad either.
-His Usmash is easy to land, and can K.O very early.
-Fox's ground game is better then Mario's.

55:45 in Mario's favour.

-=--==--=--==--=--==--=--==--=-

Sheik

Pros:
+Her lightweight makes it easier for us to K.O her.
+Mario has better priority.
+Better Disjointed hitboxes compared to Sheik.
+Mario can't be Ftilt locked conventionally.
+Mario can stop Shiek's combos with N-air or Up-B
+Mario can gimp Shiek decently well.

Neutrals
+/ They both can edgeguard eachother very well.
+/- About the same K.O power.

Cons:
-She can easily 'run' around Fireballs.
-Sheik is very fast making it quite hard to land an Fsmash.
-Sheik has superior mobility in approach
-Sheik is faster in almost every category (ground speed, air speed)
-Shiek can stop Mario's combos.
-Shiek's tether helps her recovery pretty well.
-Sheik has insanely good combo options.

50:50 Even

Sheik and Zelda

45:55 Shiek/Zelda



4. Advanced Techniques

Advanced Techniques, or ATs, are little tricks discovered by more advanced players of the game. Most players haven't heard of most of these, and until Brawl gets its' equivalent of the infamous wavedash, they never will. These can either be 'True ATs', Advanced Techniques that all characters can preform, or 'Character Specific ATs', or Advanced Techniques that only one character can preform. All of Mario's Character Specific ATs and True ATs that have been proven to help Mario will be covered in this guide.

Stutter Stepping



Easily one of the most important and useful ATs for any Mario player to know. Done by pressing the opposite direction your character is facing on the control stick, causing the character to turn aroud, and then immediately jamming the direction that the character was originally facing on the C-Stick, this gives Mario's forward smash a giant boost in range. Using the Stutter Step, Mario's forward smash will outrange Marth's.

How to Practice:

Go into training mode, select Mario, and then go to any stage you want. Start off by having Mario look to the right. In quick succesion, press left on the control stick and then right on the C-Stick. If done correctly, Mario has now moved forward a bit while using his forward smash.

Videos:

http://www.youtube.com/watch?v=9gh1mvO86Io (Skip to 0:15. Firemario = beast)



Jab Locking



This is a must learn, much like stutter-stepping. Though you probably won't be given the opportunity to do this every match (or even once a set),it's extremely useful as a pocket technique for when your opponent misses the tech. When they do, run up and jab them once, let the opponent hit the ground, walk up to the opponent, and jab again. This can be done until you reach the very edge of the stage, where you can Forward Smash the opponent.

How to Practice:

Go into training mode and pick any stage (it doesn't matter who your opponent is, but a heavier character is preferred due to them falling to the ground faster). Set the opponent to jump, and continually forward air them until they hit the ground. The moment they hit the ground, pause and switch the opponent to 'controller' so that they don't get up. From here, practice your jab locking.

It's also good to have a friend come over and let you practice jab locking on them while they attempt to DI out of it (though it is inescapable if done correctly).

Videos:

http://www.youtube.com/watch?v=wIP7QY0anuw (Skip to 0:40, unless you don't know what a laser lock is, in which case you should probably watch the entire video)



FLUDD Induced Hit Lag (FIHL)

A very useful trick for Mario players to learn, which proper usage of will always lead into a free hit. The FLUDD doesn't have the highest priority in the game, and so many attacks will outprioritize it. However, due to it being a multi-hit projectile it will keep opponents in the same place that they were (or move them back very, very little) when they're hit! Take advantage of the time that you have when Mario is allowed to move and the stream of the FLUDD is still going to go up and hit your opponent for free damage!

How to Practice:

Get a friend who's competent enough to forward air with Marth on command. Go into regular Brawl, fully charge a FLUDD, have your friend try to hit you with a forward air, and time the FLUDD so it hits your friend right before he attacks you. If you did this correctly, your friend will be stuck right in front of you, allowing you to get a free up smash.

Videos:

http://www.youtube.com/watch?v=qQfKZ-FYUHs (Skip to 1:05. Firemario should get an award for his awesome videos).



Cape Stalling



Extremely basic move that most casual players never put to good use. Simply continually cape in place to stall your self in the air. This is good for baiting opponents for the attack, or waiting for opponents invincibility frames to run out on the ledge. Don't abuse it though, or it will quickly become predictable. It's good for the occasional mix-up in your game, it shouldn't be used every match.

I'm skipping the how to practice and video sections for this one because it's pretty self explanatory.



Aerial Cape Extension (ACE)



More of a trick used for show than something that can actually be applied (though it can be applied!), this is probably the coolest exploit of a physics engine since wavedashing. Run up to the edge of the stage and then cape in the direction you were running right before you would fall off. This should send Mario flying in the direction you were running. It is possible to do these across things such as Battlefield's platforms.

How to Practice:

Go into training mode, and choose Battlefield. Start off by practicing running off the stage and doing the ACE. After you have this down, practice going across the BF platforms with it.

Videos:

http://www.youtube.com/watch?v=GlWDM_xdk1I (This is more of Firemario being awesome and all that. I want SWF to bring a rep system back, just so the Mario boards can get him to 100 rep before anyone else!)



Cape Teleport

Cape Teleport is a pretty simple, yet very hard tech to do. In fact, this has yet to be put into regular use due to how strict the timing is. Cape teleport basically is caping your opponent right before they grab the ledge. If done correctly, your opponent will be slightly stunned an hanging backwards in midair. Use this time to attack, possibly for a KO. As said before, there isn't a regular use of it yet, but this tech can potientially be the ultimate move that can wreck all recoveries. Try to use it, and see if you can master is.

How to Practice:

This tech is all about timing. The best way to practice is to choose a Neutral Stage and have a friend play a character with a quick recovery such as Marth. Have your friend repeatedly grab the ledge. Once you get their timing, try to cape them the moment they lock onto the ledge.

Videos:
http://www.youtube.com/watch?v=GlWDM_xdk1I

Cape Dash

Coming Soon!

Cape Induced Landing Lag

Coming Soon!

Cape ****

Coming Soon!



5. Mario's Moves

In Super Smash Brothers, you could have the best ATs, character stats, character size, and mechanic possible (ex: Pikmin), but if you have terrible moves, then your character isn't even worth a second look. Mario has a whole wealth of great moves (but also a few worthless ones such as his down tilt!


http://www.smashboards.com/showthread.php?t=223527

Number 1: The Cape

Pros:
-It allows him to mess up recoveries, by reversing their momentum, and recover move.
-Aids recovery, by adding slight horizontall boost movement.
-Allows to completely mess up with people's attacks while on stage, and in the air.
-Cape Gliding.
-The Cape acts as a defense against projectile spam.
-The Cape badly punishes laggy moves and moves that put characters into helpless state.
-The cape can be used to stall in the air.
-The cape can be used to change your direction midair.
-Can be used for mindgames, such as halting your falling movement to alter with your oponent's prediction when touching the ground.

Cons:
-The only con is it can get predictable at times.
-during your recovery, only using the cape the first time aids your recovery.

Number 2: FLUDD

Pros:
-FIHL (FLUUD Induced Hit Lag) works wonders on characters with 'long lasting' aerials, and can help us punish (Game and Watch especially.)
-Combing with the cape, this makes Mario an awesome edgeguarder
-Reflects Projectiles
-Pushes characters back, stopping their approaches.
-FLUDD can be used to prevent edgeguarding
-FLUDD can be used as a recovery (above the stage only; using it below will move you forward but you will fall so far down while you're using it you'll SD)
-FLUDD stops a number of projectiles, so...basically against projectile campers near the ledge, you can sweep through those and use the FLUDD to push the camper onto the ledge.
-FLUDD'ing someone halts their momentum if they hold forward, which can screw up spacing and give you more time to anticipate where someone will recover.
-FIHL/Approach Killing is AWESOME against Glide Attacks, especially on Metaknight's Shuttle Loop.

Cons:
-Ending lag can be punished.
-If you shoot FLUUD too late, or shoot it on the opposite side (I hate when I do that) you can get punished.
-FLUDD is situational.

Number 3: Fireball


Pros:
+Key to Mario's approaching. You can practically follow up anything from a Fireball.
+Can prove annoying too characters that can crawl.
+Fireballs can help against ledgeguarders.
+disrupts your oponent's attacks and leads to follow ups.
+Its not too good for camping but its better than not having a projectile at all while retreating.

Cons:
-It travels pretty slow, and can get powershielded easily.
-You can't really camp with Fireballs.
-Fireballs don't travel as far as they used to.
-Low priority

Number 4: Super Jump Punch (SJP)

Pros:
+It helps you recover.
+Last frame of attack causes stage spikes. (On edges like Battlefield, and Smashville.)
+Has invincibility on start, and goes throw all attacks.
+His best Out of Shield (OOS) option.
+Decent ledgecamp tool.
+Several aerials true combo into it.
+Amazing priority. (Screw the tornado. Meta mains can shove it)

Cons:
-Not really the best recovery compared to others.
-Easily predictable.
-Ending lag can cause you to get punished.

Number 5: Neutral A

Pros:
+Super fast (2 Frames)
+Jab Faking
+Punish spotdodges
+Jab lock
+3 hits to Diminishing Returns

Cons:
-Short Range

Number 6: Dair

Pros:
+Hard to shield grab the move due to the 'long lasting' hitbox.
+Punishes spot dodges, and roll 'spammers.'
+A good move to seperate the Ice Climbers.
+Good for baiting (You can move back and forth during the move, very slightly.)
+It auto cancels into a d-smash.
+Combo's well into other air attacks.
+If you D-air over items, you pick them up (Diddy's Banana Peel)
+Good priority.
+Zero startup and ending lag.
+Short-hop D-air doesn't autocancel. It finished up in the air.
+Aerial with a ground hitbox.
+Decent Out of Shield option with less risk than Super Jump Punch.
+D-air also goes through projectiles like Mario's Fireballs and Pikachu's Thunder Jolt.
+The last hit goes through Meta Knight's Tornado.
+Down throw to D-air works wonders on people that airdodge after the throw.
+D-air can eat shields alive.

Cons
-Lack of range.
-D-air lacks a general purpose besides an alternative to aerial approaching.
-It doesn't have enough KO potential.
-It's knockback properties doesn't allow gimping.
Iit can only be used for combos at low percentages.

Number 7: Bair

Pros
+Lovely range.
+Lovely knockback.
+Complimets every move in Mario's arsenal nicely.
+ Good damage.
+ Mario's strongest Aerial (ties with fully connected D-air and beneath the Sweetspotted F-air)
+ Decent spacer
+Can be used twice in a SH
+Low ending lag
+B-air is a good Reversed Aerial Rush move.
+B-air can lead into the following;
Bair>Reverse Usmash
Bair>Shutter stepped Fsmash
Bair>Bair>Bair
Bair>Uair or Uair>Bair
Bair>Nair

Cons
-Easily read
-Easily powershielded
-Easily shield grabbed

Number 8: The unbeatable... DTILT!

Pros:

+ 1337 mindgames on Meta-Knight
+ Disjointed horizontal hitbox

Cons:

- It sucks
- Very, very badly
- Pretty much gives your opponent a free fsmash
- Mario would seriously be better without a Dtilt

Number 9: Utilt

Pros:
+It can chain a lot of characters from 30%-50.
+It's actually pretty decent out of shield move.
+Pretty swift move.
+Leads to air combos.
+Hits through some stages platforms. (ie; Battlefield.)
+Decent finisher at high percents.

Cons
-Lacks damage.
-Not very good for K.O's.
Bad horizantol, and vertical range.
-Characters with a good n-air can break out of it after 2 hits, or 1. Depends on there damage. (freaking Luigi)

Number 10: Uair

Pros:
+ Many moves can lead into u-air allowing for combo's such as (Chain Dthrow -> uair -> uair -> Dthrow -> uair -> uair -> SJP.)
+Great juggling aerial.
+Quick and virtually lagless.
+Can do two u-airs in one shorthop.
+Good for dealing damage and doesn't deteriorate.
+Good for edguarding for offstage K.O's.
+Good knockback if undiminished.

Cons:
-Easily shieldgrabbed.
-Doesn't reach below Mario.

Number 11: Ftilt

Pros:
+Has IASA frames.
+Good priority.
+"Wave slide" is a nice option out of Ftilt.
+F-tilt can semi lock.
+A good move to use for spacing.
+Can follow a lot of aerials into f-tilt
+Can angle it for better reach.
+Can be used for an out of shield option.
+Replaces uses for smashes sometimes, so it keeps them 'fresh'.
+Good shield poker.


Cons:
-Weak knockback.
-Not great range.

Number 12: Fair

Pros:
+You can spike your opponent, setting them up for a Jab Lock, or other "combo's" if they don't tech the spike.
+Decent meteor.
+Decent hitbox size; it's actually pretty big, just not huge. okay hitbox.
+Can use f-air under a platform to send opponents outwards, giving you a chance to edgeguard.
+F-air autoncancels on Platforms.
+Spiked F-air hit stun can lead too combo's.
+Full hoped F-air finished up in the air letting you use a u-air, or n-air before hitting the ground.
+You can u-air "blind" to f-air spike combo. Works well on large characters. (Donkey Kong anyone?)

Cons
-Slow and laggy.
-It's a weak meteor.
-Hard to contest against other attacks.

Number 13: Nair

Neutral Air
Pros
+It has good priority.
+Good out of shield move.
+Good for a horizontal Knockback.
+Long Lasting Hitbox.
+Very good attack for edgeguards and Jab lock setups.
+Comes out Fast.
+Good Priority.
+SH D-air -> N-air for shield pressure.
+Nair is so perfect to get out of juggles, chain grabs.
+Lagless.

Cons
-Okay for K.O'ing.
-Looses strength and knockback in later frames.
-Low range.
-Isn't a kill move forever.



SPECIAL THANKS TO BOBSON FOR THIS LIST

Projectiles nair outprioritizes:

Mario: Fireball
Luigi: Fireball
Peach: Regular turnips (not stitch), beam sword, Mr. Saturn
Bowser: Fire breath
Diddy Kong: Peanuts
Wario: Wheels
Link: Arrows, boomerang
Zelda: Din's Fire
Toon Link: Arrows, boomerang
Samus: Super missiles, homing missiles, uncharged charge shot, bombs
Pit: Arrows (!)
Ice Climbers: Ice blocks
ROB: Gyro? (it seems to trade hits with it)
King Dedede: Waddle Dees/Doos, Waddle Doo lightning
Olimar: Pikmin
Pikachu: Stage electroshock, ball electroshock
Ivysaur: Razor leaf
Charizard: Flamethrower, rock smash fragments
Lucario: Force palm, 0% fully-charged aura sphere (higher percents will break it)
Ness: PK thunder (as if it wasn't already easy enough to gimp the poor little guy)
Lucas: PK thunder
Mr. Game & Watch: Chef
Snake: Nikita missile (but everything does)

Also, green shells, deku nuts, star rod shots, ray gun shots, and cracker launcher shots, but of course only scrubs use items so you won't need to know that. Anything else can be caped.


Number 14: Usmash

Pros:
+Decent K.O power.
+Decent speed.
+Decent Out of shield option.
+Fairly large hitbox, and can be decieving when turned around.
+DAC (Dash Attack Cancelled) U-Smash that allows you to charge it up.
+Can even hit opponents on ledges.
+It can combo at low percents.

Cons:
-Needs to stay unstaled to retain decent KO power.

Number 15: Dsmash

Pros:
+Comes out frame 5 (same as MK's D-smash!)
+Covers both sides well.
+Good punishing move.
+Gets people off the stage effectively due to fairly low trajectory.
+Good spotdodge tool.

Cons:
-Isn't a kill move for too long.
-Not that useful on people who are in the air a lot.
-Not great reach.

Number 16: Fsmash

Pros:
+Massive range.
+Great killing power.
+Sweetspot is disjointed.
+Good shift via attack when not stutter stepped.

Cons:
-Slow
-If not sweetspotted some of its knockback is reduced



6. Playstyles


Mario is a character with loads of potiental, and essentially can do anything well enough if the player has the creativity to do it enough. This allows Mario mains to have particular effective play styles that may or may not be effective on every character, but should all be implemented to every Mario main’s game. After making the “What’s your Mario playstyle?” topic, I’ve complied the list into three particular styles.

Jumpman Style (Aerial)


Jumpman style is high reliance on Mario’s aerial combat, and little application of Mario’s ground game. D-throw, and U-tilt will be the main ground moves used just for the sake of start-up combos. D-Smash will be used to combat keep grounded opponents away from Mario whenever he’s on the ground. N-air is mainly used as a combo finisher after U-air chains, and gimping is the main source of kills. B-air will be the most heavily used move due to its range, and will be the main spacing tool. Short hopped aerials will be used to contest the opponent’s ground game. D-air especially will be used for shield pressure to avoid getting grabbed.

Advantages

This is good against characters that have bad defensive strategies against aerial characters, and puts the combo ability of Mario’s to its maximum. Damage will be racked up quickly while Mario should be taking little damage in return, which is a very good thing. Getting opponents off-stage should be an easy task where Mario’s gimp game comes into play. Cape Glide and fireballs will be used the most to make openings for aerial gimps, and of course the cape will be used as well.

Disadvantages

This playstyle more or less relies on momentum, in which case it doesn’t get good until Mario gets off that well-needed hit. You become rather predictable with your approaches and susceptible to being shield-grabbed and avoided, in which case you end up not doing any damage while taking some back instead, thus backfiring the point of the style.

How do you handle the disadvantages while staying in style?

When you hit, keep hitting. Always keep the pressure on the opponent so much that he starts to get frustrated with his thinking. Lower the level of predictability by fireball approaching and baiting attacks, and remember you don’t always have to approach. Using fireballs to tempt approaches and using B-airs/N-airs for spacing also works while staying in the style.

Most used moves
B-air
U-air
Fireball
N-air
Cape
D-Throw
D-air
D-Smash


Mario Style (Pressure)


Mario is the man of variety, and this is what this style is all about, using all his attack options and mixing them up for variety and unpredictability. Mario will win his way through keeping the opponent guessing and not letting up on his attacks, doing jab cancels, ground combos, and air combos. Smash attacks will also be used for killing to get early KO’s while using the gimping abilities in case the opponent happens to live.

Advantages

This maximizes Mario’s ground game while integrating his aerials. This also leaves a rather unpredictable Mario that’ll keep confusing the opponent and makes him unable to react accordingly, allowing Mario to quickly rack up damage and for the kill with a smash attack. The best advantage however is that this doesn’t neglect his gimp game, but doesn’t fully rely on it due to Smash attacks staying fresh.

Disadvantages

Despite the maximization, Mario’s ground game in general is still quite bad, and therefore has a hard time contesting with other ground games. This style relies on confusion and being unpredictable, but all of Mario’s moves for the most part can handled with spacing and staying defensive, and not letting Mario get close. This in particular becomes a problem when facing opponents that like to abuse their range. There are times when you have to emphasize one part of Mario’s game instead of all of it.

Also, this playstyle is rather worthless against the likes of DeDeDe and Olimar.

How do you handle the disadvantage while staying in style?

Mix up your game and approach strategically with fireballs, and know when to back off. Stop trying to use a tactic when you know it’s not going to work. Utilize Mario’s moveset to its fullest and pull out something crazy and unexpected (not the D-tilt though). Also, make good use of spotdodging, SHADing, and OOS options like Up-B

Most used Moves
Jab
Fireball
N-air
D-throw
U-air
B-air
Cape
U-tilt

Luigi Style (Defense)


Luigi is a scared little plumber that prefers to not get into any dangerous situations, and largely prefers to stay back. For this style, Mario will take Luigi’s philosophy on life and apply it to battle. He stays back, waits for openings, punishes, then pulls back when the opponent is up on his feet. He abuses his OOS options and camps with fireballs, and uses B-air for spacing. He also makes big use of FLUDD and FIHL, and using the cape to reverse incoming attacks. At a high enough percentage, he waits for an opening to throw the opponent off stage to kill or gimp.

Advantages

Mario will relatively take little damage if done correctly, and it frustrate his opponents by the seemingly big wall it has to break through in order to hit Mario himself. He is more or less safe while the opponent endlessly makes himself open for punishment. This also lowers the amount of risks Mario has to take while it maximizes the opponent’s.

Disadvantages

This is Very. Very. SLOW. This is require a lot of patience on Mario’s end to do this perfectly, and a large understanding on how to camp effectively with Mario. And although this works rather well against the entire cast, Jumpman and Mario style are better for some if not most situations. This is a safe style that has more psychological problems than systematic ones.

How do I handle the Disadvantages While Staying in Style?

Be patient and stay gay.

Most used moves
Fireball
Cape
B-air
Super Jump Punch
FLUDD
D-throw
B-Throw

When should I use a particular style?

You use it when the situation calls for it. If you can’t get any aerials in, you can switch to Mario style and apply your ground game. If you’re getting overwhelmed, you switch to Luigi style and stay away. If your opponent has a low defensive game, you overwhelm him with Jumpman style and rack up damage quickly.

Particularly adding these playstyles to your own game will allow you to answer whatever is thrown at you. I believe it’s really important to do this.

Thanks to HeroMystic for this write-up



7. Helpful Videos

Learn how to become a great Mario player in style! With this interactive video guide, you'll learn everything you need to know to become one of the best. And with quotes from other Mario mains you'll know you'll be getting the best information possible. Still a work in progress, so check back constantly or subscribe to the playlist on YouTube. This section also includes over 20 Mario Combo Videos for your enjoyment.

~How to Play Mario: An Interactive Video Guide




Series 1: The Basics
Menu - http://www.youtube.com/watch?v=Y4S2UDbBIVw&annotation_id=annotation_57794&feature=iv
Jabs/Tilts - http://www.youtube.com/watch?v=ka8ijdwGBG8
Throws - http://www.youtube.com/watch?v=h82lfDOAdiY
Smashes - http://www.youtube.com/watch?v=9gh1mvO86Io
Aerials - http://www.youtube.com/watch?v=lDn9H3TXeJI
Cape - http://www.youtube.com/watch?v=e4WeiwZbC_U
FLUDD - http://www.youtube.com/watch?v=qQfKZ-FYUHs
Fireball - http://www.youtube.com/watch?v=p5stkAV3gDo
Super Jump Punch - http://www.youtube.com/watch?v=wSYBG_1gmFE


Series 2: Advanced
Edgeguarding
Low Percent Combos
Offensive Play
Ledgegame - http://www.youtube.com/watch?v=neyiz--pCag
Approaching
Recovering
Spike Setups
Jab Lock Setups - http://www.youtube.com/watch?v=yvGHOyS9WZY
Out of Shield Options - http://www.youtube.com/watch?v=eLlXZ4Y8wd8
Cross-Ups
Camping - http://www.youtube.com/watch?v=Hgcvx764acw
F.L.U.D.D. Induced Hit Lag
F.L.U.D.D. KO - http://www.youtube.com/watch?v=mE0VOzm3G_c
Cape Stall - http://www.youtube.com/watch?v=JuOGSi-NruI
Cape Menu - http://www.youtube.com/watch?v=5E6y7_HONcw
Cape Teleport - http://www.youtube.com/watch?v=v10373amNZY
Cape Gliding - http://www.youtube.com/watch?v=GlWDM_xdk1I
Cape Dashing - http://www.youtube.com/watch?v=saMMhe4oGKc
Cape Induced Landing Lag - http://www.youtube.com/watch?v=TGibIxApgd8
Sliding Up-Smash- http://www.youtube.com/watch?v=ZUPjixhEivs
Other stuff when I think of it..

Mario Combo Videos, Highlight Videos, Montages and Compilations

SupaMario (SSBB Mario Combo Video)
SupaMario 2: Second Stage (Highlight Video)
Life of a Plumber - Fear -Mario - SSBB
Life of a Plumber 2 Fear (Mario combo video SSBB)
Life of a Plumber 2.5 Fear SSBB (Mario Combo Video)
The Italian Stallion-A Mario Montage-SSBB
The Italian Stallion 2: Another Mario Montage-SSBB
"Under Fire!" - Mario Combo/Highlight Video
"Under Fire!" 2 - Mario Combo/Highlight Video
Do the Mario
Do The Mario 2 (SSBB Mario Compilation)
Do The Mario 3
The RawkFist of Mario (SSBB Compilation)
Spicy Meatball
Jump to the Top (Mario Combo Video)
WWJasonD's What Has Jason Done? (combo video)
SSBB Mario Montage: Super Mario Galaxy Unleashed
Epic Mario combo video-Brawl- by Zeta

Videos that were rated four stars or under, or outdated were not included in this list. For a full list of videos, check out the playlist here.
 

:mad:

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Most Recent Video

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SkylerOcon

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This is... one large project. If I see any actual progress on this, I will sticky it until it is complete.

The only recommendation I have is to make sure that the part for the FLUDD has heavy emphasis on FIHL.
 

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Bird Law Aficionado
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I'm stunned, this is exactly what we need to get this place back up and running again.

What do you need help with first?
 

Fire!

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I'll be pulling almost all the info off the discussion that takes place here on the Mario boards meaning the quality of discussion that takes place here will reflect what's in the video. So if a useful technique is hidden somewhere and I don't seem to know about it, then I won't include it. That's why I'm taking suggestions now before I start production.

Probably the best thing that would help me out would be discussion of things that are included in Series 1. I'll be going down the list, so my first video will be on jabs, tilts and throws. (Video/topic links will also be very helpful.)
 

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Bird Law Aficionado
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• On the Ground - Discuss tilts here, along with anything range related. I'd say keep this section at about 40 seconds at most.
• Smashes - Go really in-depht here. 2 minutes should be long enough, talk about upsmash priority, dsmash speed, and fsmash range.
• Aerials - Upair comboes, SH double bair, stuff like that. 2 minutes or more, this is where Mario shines.
• Cape - This and FLUDD should get their own video section in my opinion, there's just so much about these two.
• FLUDD - ^above.
• Fireball - About 1 minute to explain all of it's uses, like dimishing jumps, camping, working into comboes.
• Super Jump Punch - OoS options, invincibility, and how far it goes. 1 minute for this.

Those are just a few of my opinions. o:
 

BoTastic!

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I can help you out with the video. if you want. I'll add voice, text, and music. My editing will make it stand out a bit.
 

Fire!

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I can help you out with the video. if you want. I'll add voice, text, and music. My editing will make it stand out a bit.
Thanks! I'll keep that in mind.


I've got pretty much all of the videos in Series 1 outlined. Now, all I have to do is record (Which will be probably the hardest part for me considering what I have to record with and the examples I want.) If I keep at this pace, I'll be done within this week.



Also, I'm wondering if I get more detailed opinion/info as to what everyone thinks should be in the video. More specificlly Cape/Fireball. I don't want to overdo it since Series 1 is the basics.

I also need more quotes on moves!
 

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"Mario's jab is one of his best moves to rack up damage, use it to keep your smashes fresh."

I think this could work.
 

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Bird Law Aficionado
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We obviously need one quote to summarize the cape section.

"Cape = ****."
 

Judge Judy

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You should try to have a video demonstration of the cape teleport and you using it to get a free stage spike or something.
 

Fire!

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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
| Details




: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 seperated
  • 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



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*
http://www.smashboards.com/showthread.php?t=219407
http://www.smashboards.com/showthread.php?t=288507
http://www.smashboards.com/showthread.php?p=13863367



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%?
What are my KO options at 50%-100%?
What are my KO options at 100+%?
What are some easy low percent combos?
What are my approach options?
What are Mario’s options from a Grab?
What characters does Mario do well against? (Pocket Mario)
What move do I momentum cancel with?
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
Jabs/Tilts | Throws | Smashes | Aerials | Cape | F.L.U.D.D. | Fireball | Super Jump Punch

Advanced
Ledgegame | Jab Lock | OoS Options | Camping | F.L.U.D.D. KO | Sliding Up-Smash
Cape Stall | Cape Teleport | Cape Glide | Cape Dash | Cape Induced Landing Lag



6. Resources


Mario's Metagame Analysis
by HeroMystic



Extensive Mario Frame Data
by bobson



Mario's Hitbox Repository
by Toomai



[WIKI="top"]ljk[/WIKI]
 

:mad:

Bird Law Aficionado
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"Mario has a Dtilt? Disregard this section, this move doesn't exist."

I'm serious.
 

A2ZOMG

Smash Legend
Joined
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A2ZOMG
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SW 8400 1713 9427
Mario's D-tilt:
One of his worst attacks overall. Mario usually has a better move for most situations due to his D-tilt being pathetically weak and somewhat laggy. At low percents, his U-tilt is a superior damage racker and combo starter. His F-tilt and F-smash are better long ranged poke tools due to their speed, power, and range. The advantages that do exist for the D-tilt are that it's an attack you can do while crouching, and Mario does have a very low crouch that has uses (such as ducking under Falco's lasers). At high percents, when nothing else easily starts a combo, the D-tilt can pop your opponent slightly in the air and put them in a disadvantaged position. You can poke at people who linger at the ledge with this attack...although Dash Attack is better for that honestly.

Basically, there isn't much reason to use Mario's D-tilt in competitive play, unless you think it will catch your opponent off guard (which it may, since your opponent knows that Mario's D-tilt is a bad attack).
 

:mad:

Bird Law Aficionado
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That reminds me, did you ever team up with Anther and get lain knocked out?
I'd like to see the gossip on these threads about that.
 

Judge Judy

Smash Lord
Joined
May 18, 2008
Messages
1,638
Mario's D-tilt:
One of his worst attacks overall. Mario usually has a better move for most situations due to his D-tilt being pathetically weak and somewhat laggy. At low percents, his U-tilt is a superior damage racker and combo starter. His F-tilt and F-smash are better long ranged poke tools due to their speed, power, and range. The advantages that do exist for the D-tilt are that it's an attack you can do while crouching, and Mario does have a very low crouch that has uses (such as ducking under Falco's lasers). At high percents, when nothing else easily starts a combo, the D-tilt can pop your opponent slightly in the air and put them in a disadvantaged position. You can poke at people who linger at the ledge with this attack...although Dash Attack is better for that honestly.

Basically, there isn't much reason to use Mario's D-tilt in competitive play, unless you think it will catch your opponent off guard (which it may, since your opponent knows that Mario's D-tilt is a bad attack).
Those are pretty harsh words to a new member.
 

:mad:

Bird Law Aficionado
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LOL. I didn't do too good actually. 17th/59 >_>

well at least I got 1st in my pool. T_T
You might win if you go all Mario. >__>
Haha, nah. Those are still impressive results, but you can do better, next time. I'm sure of it.

I'm always first in my neighborhood pool.

Bad joke, amirite?
 

Famous

Smash Champion
Joined
Jan 15, 2008
Messages
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Dtilt to Fmash at mid perecentages...It works if they dont spot dodge

My new thing is Dtilt to Pivot Grab (for spot dodgers)
 

Ray/Boshi

Smash Journeyman
Joined
Jun 1, 2008
Messages
363
Location
Louisiana
Dtilt has uses. Creative ones. As well as situational/predictional uses.

It's not useless. Same range as Ftilt, just slightly slower before the actual hit. Although it may not be as useful in most situations. Even though if the opponets % is high. A Dtilt follow up prediction can save you with a KO.

My personal opinion. Dtilt isn't useless in competitive play, or any play. It's Mario's worst move. Other then that. It is a move. A awkward, slightly slow until it hits, scratches the bottom of the stage, till it hits the bottom of the opponets feet type of move. But a move nontheless in Mario's arsenal.
 

Fire!

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OK, here's what I got...



-I have the entire script for the all of Series 1 done (Need maybe 2-3 Marios to review/discuss this. PM me or post.)
-Longer quotes will be put in the description. I'll also copy and paste the Pros and Cons of the moves included from the old Moveset Disscussion topic.

-I have the footage, which I can re-record if needed.

-The effects I'm fine with. I'm pretty confident in my skills with Sony Vegas 8.0. I don't want any blurs or explosions or anything too fancy.

-The music, I want to keep simple so it won't stray away from the guide. Same goes with effects. At best it will just be the SSBB Soundtrack or OC Remix maybe.

-The Main Menu is done (Background with some clips of Mario from the SSE)

-I could still use a title. If I can't think of one, it might simply be "How to Play: A Mario Video Guide"


@BOX7: I have AIM but I barley use it. Just PM me here or maybe on AiB.

@Judge Judy: I'm gonna have the Cape Teleport in Series 2. It seems too advanced for someone who is just about to pick up Mario, but I may include it if you really think I should.


Suggestions/Comments/Quotes are much welcomed.


I'll try to finish one of the videos so you can see what I'm doing.
 

SkylerOcon

Tiny Dancer
Joined
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Messages
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ATX
I think using music from bands such as Powerglove and Minibosses would be good for this video.

And for the title... how about 'Playing the Plumber: The Brawl Mario Guide'?
 

Fire!

Smash Champion
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Preview is up!

http://www.youtube.com/watch?v=XrU9L6eagGU


Rate and comment. I still need help in terms of text and what examples I should included, but overall I think I did an OK job.


Intro will be up in about 15 min
Edit: Anyone wanna make a title logo?
 

:mad:

Bird Law Aficionado
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I'm impressed, I liked the dual angles!
I think you just give all of the stats in a 5 second long window, so anyone can pause and read up.

Don't change a thing, that was great! You should also show every application of the move, like the obvious recovery.
 

Silfa

Smash Ace
Joined
Oct 10, 2007
Messages
787
Location
Canberra, Australia
Very much liking what I've seen so far. The dual angles are great and very well done - it really adds something extra. Good job.

I was really bored and decided to chuck together a title image. Managed to curb my boredom, haha. It isn't anything special, but if you want to use it, it's here.
 

hippiedude92

Smash Hero
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Wishing Apex 2012 happened again.
The dual angles were very impressive. <3. That was with out a doubt a very sucessful preview in my book. Though it seems like alot of work, seeing as how you'll be going full blown indepth in every single aspect of Mario's meta-game :o. Are you sure you'll have time for this ? XD and bo x7 too? XD
 

Fire!

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@Straked: Thanks, I'll extend the info windows and add the recovery. I have to try to outline everything better.

@Hippiedude: I'm not sure how we are gonna pull this off. I will probably have the most trouble with quotes and explaining and stuff. It's gonna take a while, like a few months a while, but I hope we get to see more Mario Mains soon.

@Silfa: Cool Title! I'll see if I can include this in later videos. Thanks!

@BO X7: PM me your thoughts if you still wish to help.



@Everyone: If you have a YouTube account, please add me as a friend so I can get it reviewed before I release it. I'll set the video to private so you guys can look at it.



Also, just completed the Main Menu. Check it out!
http://www.youtube.com/watch?v=h7XWvWBX_z8
 

:mad:

Bird Law Aficionado
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You put a lot of work into this! We really appeciate it.
 
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