Hey guys I have been playing IC and ZSS almost exclusively since Brawl came out, and I have wanted to pick up Mario for a while.
Well last night I did in some friendlies against my buddies and it was fairly fun.
I just wanted to ask a few things:
1. For approaches, should I try to RAR with the B-Air -> B-Air combo, or would a fireball -> N-Air be better?
2. Kill moves!! I only was able to KO effectively with the F-Smash, what are some of his other kill moves, I mean I know about gimping with the cape and FLUDD, but what else besides those?
3. What throws to use, I was using the D-throw and the B-throw mostly, are those the right ones to use to build damage?
4. Match up advice vs. Wolf, Lucario, Ness.
Thanks for anything you guys input, and I am glad to be playing Mario!!
1. Yeah, those are some good approaches. Fireball -> grab is also something I use alot along with a rising Dair/Nair to a fastfalled Bair or Uair; but that's just me. Utilt locks work very well on fastfallers and can last up until about 40% on some characters.
2. Fsmash is his primary killing move, and kills at lower % if you angle it up. Usmash works as well and is easy to land but kills at higher %. Dsmash is mostly for racking up damage but you may score a few KOs with it as well. Nair KOs at higher % but is easy to land when following a fireball.
3. Yep, I barely ever Uthrow. I interchange Bthrow and Fthrow depending on which edge I'm closer to so that I can rack up damage offstage and possibly gimp. Dthrow to double SH uair -> Dsmash is something I commonly do at low %. It's escapable, but the window of opportunity is small. Dthrow is also a nice set-up because if you expect an airdodge, just follow for another grab or something. Bthrow kills at really high % and does 13% unstaled; 12% every throw after that.
4. Wolf is very easy to combo and gimp with Fludd -> cape/edgehog depending on the situation. A defensive Wolf is hard to approach because of his blaster and Fsmash so look for your opening. Dsmash is his primary KO move, so be prepared for it when you're within KO range. Utilt locks work here too.
Lucario can be KO'd at lower % from an up-angled Fsmash. His Dair kills Utilt chains and Dthrow combos. If you Dthrow, take precautions not to be in range of his Dair. Aurasphere is one of their more powerful moves so they'll be using it. Cape whenever you feel it may be coming out, especially you're recovering. Their jab game is ridiculously good, so try not to stay that close or you'll be eating about 40% depending on how high their damage is. His smashes have tons of range and can be used to prevent approach and bait you into an Aurasphere. Gimp him with Cape, just remember that he can gimp you as well with Fairs and Dair from the edge.
Ness is one of those characters I don't play very often. Cape outranges his Fair, screws his PK thunder and his PK fire, and helps to gimp his recovery. Fludd kills his upB if he ever uses it in range.