12/24/2023 0 Comments Mario jojo mod smashHowever, both the move's ending lag and somewhat short horizontal range limits its effectiveness. His whole head has a large disjointed hitbox for the duration of this attack, and it's a very powerful vertical finisher, being the strongest up smash in the game (tied with Luigi's and Jigglypuff's). Mario jumps and delivers a powerful headbutt aimed upwards. A decent finishing move with medium speed and good power, though inferior to both his up and down smashes and back throw in terms of KO power. Mario winds up for a second and and unleashes a straight punch ahead. Above-average ending lag and doesn't contain many follow-up options. Has decent range, but not much useful for knockback purposes.ĭoes a sliding tackle, taken from Super Mario 64. A good combo tool that launches enemies upward for easy follow-ups and can KO at higher percents. An okay move for spacing but rarely used due to Mario having better options. This attack is taken directly from Mario's combo attack in Super Mario 64. His only disadvantageous matchups are Pikachu on Dream Land, with a handful of his matchups being even. Mario, overall, has above average matchups. Mario also isn't too good at dealing with pressure due to his poor mobility, though his out-of-shield options are pretty decent. Mario's attacks also aren't very fast, with his best finisher (up smash) having major ending lag, and only very few of his moves (such as up aerial) having notably fast startup. He also lacks a reliable way to deal with projectiles, which combined with his poor mobility, gives him difficulty approaching characters such as Fox. His attacks generally have short range, allowing many characters to outspace and outcamp him easily, particularly ones with some disjointed moves (most notably Kirby, Pikachu, and maybe Fox). Super Jump Punch and Mario Tornado also grant Mario a good recovery (though the latter requires quick button mashing), especially vertically, and while both moves travel in a linear way, Mario Tornado can be used at different times to mix up his options and make his recovery more unpredictable.ĭespite his advantages which compensate for his disadvantages, Mario still has some weaknesses that prevent him from being in the higher tiers. His neutral aerial, while inferior to back aerial in terms of power, may be used to edgeguard whenever Mario is in the situational position to use it after a combo. His down aerial can drag opponents down if used repeatedly, as it is a meteor smash with extremely low set knockback, though it isn't very fast, meaning characters with better recoveries (mostly Pikachu, other Marios to a lesser extent) are able to escape. Both can also be used for spacing efficiently. His forward aerial consists of multiple hits, with the last few being able to semi-spike, while his back aerial is a solid KO move. Mario also has one of the best offstage games. Even his forward throw and forward smash, weaker than his main KO moves, are strong enough to be able to KO near the edge. His down smash is also a powerful move, with its two hits being spread out over a somewhat long duration, allowing it to easily read defensive options such as rolls, and also being able to hit characters on the edge. Mario's up smash and back throw are very powerful KO moves, with the former being able to KO on Dream Land as low as 73%, and being able to be combo'd into with a short hopped z-cancelled down aerial, and the latter easily being able to garner KOs or at least set up edgeguards when used near the edge. His up tilt can chain into itself easily at moderate or close to moderate percentages, can combo into aerials, and is an effective move to use for juggling along with his up aerial. Mario's short hopped down aerial to up aerial combos are usually considered the best way to rack damage at base to low percentages, when his up tilt has too much ending lag to combo efficiently. It, being a meteor smash with consistently low knockback, is a rather effective way to gimp opponent's recoveries, and isn't of very high risk to use offstage due to Mario's good recovery. Mario's down aerial, a drill kick, is an excellent damage racker, being able to combo straight into an up aerial or itself (if offstage or high enough). On the ground, it travels too slowly (along with the move's ending lag) to be effective however. He also has a projectile in his Fireball, that is a decent way to prevent opponent approaches due to falling downward while moving forward if used in the air. He overall has a good combination of low power and high power attacks, giving him a pretty strong combo ability with many options, yet a variety of KO moves and options. His stats are overall average to slightly subpar, with average weight, size, and falling speed, and below-average walking, dashing, and air speeds. Mario is considered to be the most balanced character in Super Smash Bros.
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