SkylerOcon
Tiny Dancer
Use this thread to discuss Mario's moveset. Every three days the thread will be updated to another attack.
Any ways to utilize this move effectively? Any ATs we should be sure to know about? Talk about them here!
Special thanks to Matt07 for the Pro/Con lists
Number 1: The Cape
Neutral Air
Any ways to utilize this move effectively? Any ATs we should be sure to know about? Talk about them here!
Special thanks to Matt07 for the Pro/Con lists
Number 1: The Cape
Number 2: FLUDDPros:
-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 3: FireballPros:
-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 4: Super Jump Punch (SJP)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 5: Neutral APros:
+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 6: DairPros:
+Super fast (2 Frames)
+Jab Faking
+Punish spotdodges
+Jab lock
+3 hits to Diminishing Returns
Cons:
-Short Range
Number 7: BairPros:
+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 8: The unbeatable... DTILT!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 9: UtiltPros:
+ 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 10: UairPros:
+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 11: FtiltPros:
+ 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 12: FairPros:
+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 13: NairPros:
+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.
Neutral Air
Number 14: UsmashPros
+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 15: DsmashPros:
+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 16: FsmashPros:
+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.
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