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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | {{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | ||
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[[File:Super Smash Bros. for Nintendo 3DS Wii U Mario.png|right]] | |||
As Nintendo's biggest mascot, it's no surprise that Mario returns for the fourth generation of the company's crossover series. Like in every multiplayer game he has been in, Mario is all about ease of use and balance, with some emphasis on comboing. His weight, speed and power sets the standard for every other characters, and his moveset is simple enough for newcomers, while varied enough to make him remain interesting to veteran players. While Mario doesn't have relentless offensive power like Little Mac or defensive keepaway abilities like Robin, he can function well with these playstyles and many more. Mario's main flaw is simply his lack of specialization, which makes it increasingly difficult to stay relevant as newer additions to the roster causes a noticeable power creep, like Luigi having more versatile combo ability, Sonic having better mobility, Bowser having more power, and Shulk having more range. Nevertheless, Mario is a reliable, solid character with increasing and heavy tournament representation, and is unarguably one of the best characters overall. | |||
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==Basic attributes== | |||
Mario's statistics are all, well, average. From his weight to his jumps to his dash speed, Mario is the standard that every other character is measured against. Even though Mario is not exactly dead center on attribute lists, you can get a good idea of the average power and speed of characters in the game. Mario's dodges are not notably fast, and they don't cover a lot of distance either. Perhaps a feature that is not so average is Mario's ability to wall jump, which will certainly help to extend the vertical distance travelled while recovering. | |||
{{SSB3DS Move List | {{SSB3DS Move List | ||
|a=Basic Combo | |a=Basic Combo | ||
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|fadesc=Mario does a roundhouse kick forward, which can be angled up or down if you tilt the movement input slightly in the respective direction. It has good range and knocks opponents moderately far, which can help set up an edgeguard. It is also an adequate move to pivot cancel into, since Forward Smash is best saved for KOs. | |fadesc=Mario does a roundhouse kick forward, which can be angled up or down if you tilt the movement input slightly in the respective direction. It has good range and knocks opponents moderately far, which can help set up an edgeguard. It is also an adequate move to pivot cancel into, since Forward Smash is best saved for KOs. | ||
|ua=Uppercut | |ua=Uppercut | ||
|uadesc=Mario does a spinning uppercut. The move can chain into itself at low percents and launches opponents just high enough to combo into your aerials. It is one of Mario's main combo starters. | |uadesc=Mario does a spinning uppercut. The move can chain into itself at low percents and launches opponents just high enough to combo into your aerials. It is one of Mario's main combo starters, with a quick string of u-tilts at 0% being able to rack up about 20%. Though not as much as in Brawl, it can sometimes be a quick, desperate KO move when your opponent's percentage is very high and everything else is stale. | ||
|da=Crouch Kick | |da=Crouch Kick | ||
|dadesc=Mario does a crouching roundhouse kick that has moderate endlag. It is a decent launcher with similarly weak knockback to his Strong Up Attack, but it has a bit more range in exchange for being slower. Its low trajectory can let it poke through the shields of more defensive players. Its relatively poor speed means that you can't use this liberally, so be careful when committing to it. | |dadesc=Mario does a crouching roundhouse kick that has moderate endlag. It is a decent launcher with similarly weak knockback to his Strong Up Attack, but it has a bit more range in exchange for being slower. Its low trajectory can let it poke through the shields of more defensive players. Its relatively poor speed means that you can't use this liberally, so be careful when committing to it. | ||
|dasha= | |dasha=SRushdown Kick | ||
|dashadesc=Mario kicks while sliding. The move has a fairly long duration and moves Mario forward, being stronger at the beginning of the slide than at the end. It can be used to punish missed attacks when you're just out of range, but the duration and knockback of the slide makes it difficult to get any follow-ups. | |dashadesc=Mario kicks while sliding. The move has a fairly long duration and moves Mario forward, being stronger at the beginning of the slide than at the end. It can be used to punish missed attacks when you're just out of range, but the duration and knockback of the slide makes it difficult to get any follow-ups. | ||
|fsmash=Burning Palm | |fsmash=Burning Palm | ||
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|usmash=Headbutt | |usmash=Headbutt | ||
|usmashdesc=Mario swipes his head in an arc above him, knocking enemies skyward. Mario's head is invincible during the attack, making it a strong anti-air. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move. | |usmashdesc=Mario swipes his head in an arc above him, knocking enemies skyward. Mario's head is invincible during the attack, making it a strong anti-air. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move. | ||
|dsmash= | |dsmash=Breakdance Sweep | ||
|dsmashdesc=Mario does a breakdance, hitting foes in front of and behind him. Of Mario's three smashes, this is his fastest smash attack. It does have less knockback than his other smashes, but the speed more than makes up for it. The multi-directional nature of the attack also makes it good for hitting foes out of their roll dodges. Usually you should use this attack simply to get opponents offstage as it sends foes away horizontally, setting up an edgeguard scenario on your favor. | |dsmashdesc=Mario does a breakdance, hitting foes in front of and behind him. Of Mario's three smashes, this is his fastest smash attack. It does have less knockback than his other smashes, but the speed more than makes up for it, and it can still KO if unstaled. The multi-directional nature of the attack also makes it good for hitting foes out of their roll dodges. Usually you should use this attack simply to get opponents offstage as it sends foes away horizontally, setting up an edgeguard scenario on your favor. | ||
|aira=Drop Kick | |aira=Drop Kick | ||
|airadesc=Mario kicks, hitting any nearby enemies. This move hits the hardest at the very beginning, with both damage and knockback gradually decaying with time. This is one of Mario's best aerials, as it covers a pretty wide range and is very fast, with nearly unnoticeable startup and endlag. It is good for intercepting midair opponents if you're uncertain that other air attacks will hit, as well as for air-to-ground assaults. You can also use it defensively, using the immediate knockback of the move to get out of an enemy's combos or a crowd of foes. | |airadesc=Mario kicks, hitting any nearby enemies. This move hits the hardest at the very beginning, with both damage and knockback gradually decaying with time. This is one of Mario's best aerials, as it covers a pretty wide range and is very fast, with nearly unnoticeable startup and endlag. It is good for intercepting midair opponents if you're uncertain that other air attacks will hit, as well as for air-to-ground assaults. You can also use it defensively, using the immediate knockback of the move to get out of an enemy's combos or a crowd of foes. | ||
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|airfadesc=Mario swipes his fist downward. It is a moderately strong meteor smash for the first half of the attack, which hits enemies straight down, strong enough to KO most characters without excellent recoveries past 70%. After the starting sweetspot, the move deals weaker horizontal knockback instead, which is easier to recover from. It is a slightly risky edgeguard, but landing the meteor smash part of the move offstage will all but guarantee a KO. | |airfadesc=Mario swipes his fist downward. It is a moderately strong meteor smash for the first half of the attack, which hits enemies straight down, strong enough to KO most characters without excellent recoveries past 70%. After the starting sweetspot, the move deals weaker horizontal knockback instead, which is easier to recover from. It is a slightly risky edgeguard, but landing the meteor smash part of the move offstage will all but guarantee a KO. | ||
|airba=Back Kick | |airba=Back Kick | ||
|airbadesc=Mario kicks backwards with both legs. Another one of Mario's excellent aerials, this attack is both quick and has good reach, making it an awesome spacing tool to keep opponents at bay. At low to mid percentages against certain characters, it can combo into itself. It is also one of Mario's most reliable edgeguarding moves, and can even serve as a KO move if left unstaled. | |airbadesc=Mario kicks backwards with both legs. Another one of Mario's excellent aerials, this attack is both quick and has good reach, making it an awesome spacing tool to keep opponents at bay. At low to mid percentages against certain characters, it can combo into itself. It is also one of Mario's most reliable edgeguarding moves, and can even serve as a KO move if left unstaled at around 112%. | ||
|airua= | |airua=Backflip Kick | ||
|airuadesc=Mario kicks in an arc upward. This is an attack you will use very frequently in combos. It has weak knockback, great speed and good horizontal range, making it naturally strong at juggling opponents. Use this liberally to rack up guaranteed damage on your opponents. | |airuadesc=Mario kicks in an arc upward. This is an attack you will use very frequently in combos. It has weak knockback, great speed and good horizontal range, making it naturally strong at juggling opponents. Use this liberally to rack up guaranteed damage on your opponents. | ||
|airda=Mario Tornado | |airda=Mario Tornado | ||
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|fthrowdesc=Mario turns around once and throws the grabbed opponent forwards. It is a quick and straightforward throw simply meant to keep foes out or get them offstage. | |fthrowdesc=Mario turns around once and throws the grabbed opponent forwards. It is a quick and straightforward throw simply meant to keep foes out or get them offstage. | ||
|bthrow=Spin Chuck | |bthrow=Spin Chuck | ||
|bthrowdesc=Mario turns around multiple times and throws the grabbed foe backwards. This is Mario's strongest throw in terms of both damage and knockback, but also the slowest, so you're likely to get hit before you can finish executing the move. It's another move to get opponents offstage, | |bthrowdesc=Mario turns around multiple times and throws the grabbed foe backwards. This is Mario's strongest throw in terms of both damage and knockback, but also the slowest, so you're likely to get hit before you can finish executing the move. It's another move to get opponents offstage, and serves as Mario's sole KO throw at high percentages. | ||
|uthrow=Upwards Hurl | |uthrow=Upwards Hurl | ||
|uthrowdesc=Mario tosses the grabbed foe upwards. This move has awkward knockback, in that it does too much knockback to be used in combos reliably, and too little to be a good KO move. There's not much reason to use it over Down Throw other than on fastfallers at low percentages. | |uthrowdesc=Mario tosses the grabbed foe upwards. This move has awkward knockback, in that it does too much knockback to be used in combos reliably, and too little to be a good KO move. There's not much reason to use it over Down Throw other than on fastfallers at low percentages. | ||
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|ub1desc=Mario jumps diagonally into the air, hitting enemies in his path. This attack is Mario's designated recovery move, and is certainly adequate enough for this purpose. While its range is average, it suffers from a predictable recovery path, which lets foes intercept you easily. As it leaves you in helpless freefall when the move ends, it is not very good for purposefully attacking enemies, since you are very vulnerable if you miss or if there are other opponents nearby. If the stage has platforms within reach, you can reduce the time you're helpless for by using Super Jump Punch on to the platform. This attack becomes a decent move to knock away foes pressuring your shield in such situations. | |ub1desc=Mario jumps diagonally into the air, hitting enemies in his path. This attack is Mario's designated recovery move, and is certainly adequate enough for this purpose. While its range is average, it suffers from a predictable recovery path, which lets foes intercept you easily. As it leaves you in helpless freefall when the move ends, it is not very good for purposefully attacking enemies, since you are very vulnerable if you miss or if there are other opponents nearby. If the stage has platforms within reach, you can reduce the time you're helpless for by using Super Jump Punch on to the platform. This attack becomes a decent move to knock away foes pressuring your shield in such situations. | ||
|ub2=Super Jump | |ub2=Super Jump | ||
|ub2desc=Mario jumps up higher, but will not hit opponents at all on his way up. | |ub2desc=Mario jumps up higher, but will not hit opponents at all on his way up. This is the typical "you can survive better, but you can't hurt people" up special variation much of the cast has, and the advantages and drawbacks of this custom special should be quite obvious. More distance means Mario can survive better, and the Super Jump can usually send Mario from being barely offscreen below the stage straight to the ledge. The loss of the attacking part of the move makes it an unviable out-of-shield option, unlike the default Super Jump Punch, and leaves you a bit more unprotected during recovery, but its speed somewhat compensates for it. The Super Jump also has an indirect offensive use, as it lets you go out really deep with your edgeguards, since you can safely extend further offstage than with the Super Jump Punch. | ||
|ub3=Explosive Punch | |ub3=Explosive Punch | ||
|ub3desc=Mario's uppercut becomes a powerful two-hit combo at the expense of recovery distance. The first hit knocks foes into the second hit, which is a fiery explosion with enough knockback to serve as a reliable KO move. Like the Super Jump, the change in usage caused by the differences of this special variant are quite apparent. Mario's doesn't have the best recovery, and using an Up Special that covers less distance can potentially reduce his survivability. However, the Explosive Punch provides Mario with a valuable asset: an additional KO move in Mario's limited arsenal. This means that Mario can rely less on his smash attacks to nab KOs, as well as secure KOs in the air. The initial hit of the move is fast enough to be used often as an attack, although Mario is still vulnerable if he misses. Despite the move leaving Mario with a worse recovery, its added power and the resulting increase in options makes this move definitely worth considering. | |ub3desc=Mario's uppercut becomes a powerful two-hit combo at the expense of recovery distance. The first hit knocks foes into the second hit, which is a fiery explosion with enough knockback to serve as a reliable KO move. Like the Super Jump, the change in usage caused by the differences of this special variant are quite apparent. Mario's doesn't have the best recovery, and using an Up Special that covers less distance can potentially reduce his survivability. However, the Explosive Punch provides Mario with a valuable asset: an additional KO move in Mario's limited arsenal. This means that Mario can rely less on his smash attacks to nab KOs, as well as secure KOs in the air. The initial hit of the move is fast enough to be used often as an attack, although Mario is still vulnerable if he misses. Despite the move leaving Mario with a worse recovery, its added power and the resulting increase in options makes this move definitely worth considering. If you love epic explosions, finishing combos in style, and can still make it back to the edge in most scenarios, then this is the move for you. | ||
|db1=F.L.U.D.D. | |db1=F.L.U.D.D. | ||
|db1desc=Mario charges up the F.L.U.D.D., which he can then activate to propel a stream of water. The water pushes opponents away, but doesn't actually damage them or cause them to flinch. This is arguably the most situational move in Mario's arsenal, an odd addition in an otherwise beginner-friendly moveset. The main advantage of the F.L.U.D.D. over Mario's other edgeguard options is the ability to push opponents further from the stage without knocking them out of a helpless state, which can range from comedically effective to absolutely useless depending on the character you're battling. It can also mess up a foe's movement even when they're not helpless, potentially putting them in a disadvantageous position, but once again, these situations are unpredictable and seldom occur. Regardless, if you're serious about using the F.L.U.D.D., be sure to charge it whenever it is safe to do so, using {{3ds|R}} to store a partial charge, since the move requires a full charge to have a significant effect. | |db1desc=Mario charges up the F.L.U.D.D., which he can then activate to propel a stream of water. The water pushes opponents away, but doesn't actually damage them or cause them to flinch. This is arguably the most situational move in Mario's arsenal, an odd addition in an otherwise beginner-friendly moveset. The main advantage of the F.L.U.D.D. over Mario's other edgeguard options is the ability to push opponents further from the stage without knocking them out of a helpless state, which can range from comedically and salt-inducingly effective to absolutely useless depending on the character you're battling and their proximity from the ledge. It can also mess up a foe's movement even when they're not helpless, potentially putting them in a disadvantageous position, but once again, these situations are unpredictable and seldom occur. Regardless, if you're serious about using the F.L.U.D.D., be sure to charge it whenever it is safe to do so, using {{3ds|R}} to store a partial charge, since the move requires a full charge to have a significant effect. | ||
|db2=Scalding F.L.U.D.D. | |db2=Scalding F.L.U.D.D. | ||
|db2desc=Instead of pressurizing the water inside the F.L.U.D.D., Mario boils it, causing the stream of water to damage foes instead of pushing them away. It takes less time to charge fully, but also sacrifices some range. Mario gains a new mid-range option that can hit multiple times, making it good for pressuring shields and dealing slight damage from a distance. The quick charge time means you can easily get full charge whenever there is a lull in the battle. While Mario doesn't really rely on the pushback of the default F.L.U.D.D., the comparatively poor reach of the Scalding F.L.U.D.D. hinders it from becoming a stronger projectile. | |db2desc=Instead of pressurizing the water inside the F.L.U.D.D., Mario boils it, causing the stream of water to damage foes instead of pushing them away. It takes less time to charge fully, but also sacrifices some range. Mario gains a new mid-range option that can hit multiple times, making it good for pressuring shields and dealing slight damage from a distance. The quick charge time means you can easily get full charge whenever there is a lull in the battle. While Mario doesn't really rely on the pushback of the default F.L.U.D.D., the comparatively poor reach of the Scalding F.L.U.D.D. hinders it from becoming a stronger projectile. | ||
|db3=High-Pressure F.L.U.D.D. | |db3=High-Pressure F.L.U.D.D. | ||
|db3desc=The High-Pressure F.L.U.D.D. takes longer to become fully-charged, but the pushback from the water jet is significantly increased, even doing recoil pushback to Mario himself. If you feel that Mario's F.L.U.D.D. just wasn't powerful enough to have a significant effect for edgeguarding, the High-Pressure F.L.U.D.D. just might fulfill your needs. Its increased knockback means that you are much more likely to prevent a foe from reaching the ledge. The recoil is a bit of a double-edged sword. While it does create some distance between you and your opponents, it prevents you from taking advantage of any confusion or disorientation caused by the water jet. The higher charge time also reduces the frequency you can use the move, although it is not hard to find space to charge it up bit by bit. | |db3desc=The High-Pressure F.L.U.D.D. takes longer to become fully-charged, but the pushback from the water jet is significantly increased, even doing recoil pushback to Mario himself. If you feel that Mario's F.L.U.D.D. just wasn't powerful enough to have a significant effect for edgeguarding, the High-Pressure F.L.U.D.D. just might fulfill your needs. Its increased knockback means that you are much more likely to prevent a foe from reaching the ledge. The recoil is a bit of a double-edged sword. While it does create some distance between you and your opponents, it prevents you from taking advantage of any confusion or disorientation caused by the water jet. The higher charge time also reduces the frequency you can use the move, although it is not hard to find space to charge it up bit by bit. The slower charge isn't really slow enough to seriously hinder the move's usage, so this version of F.L.U.D.D may just be the one. | ||
|utaunt=He grows bigger, as if he'd gotten a Super Mushroom. | |utaunt=He grows bigger, as if he'd gotten a Super Mushroom. | ||
|ftaunt=He spins around and takes off his hat. | |ftaunt=He spins around and takes off his hat. |
Latest revision as of 18:31, 30 January 2018
As Nintendo's biggest mascot, it's no surprise that Mario returns for the fourth generation of the company's crossover series. Like in every multiplayer game he has been in, Mario is all about ease of use and balance, with some emphasis on comboing. His weight, speed and power sets the standard for every other characters, and his moveset is simple enough for newcomers, while varied enough to make him remain interesting to veteran players. While Mario doesn't have relentless offensive power like Little Mac or defensive keepaway abilities like Robin, he can function well with these playstyles and many more. Mario's main flaw is simply his lack of specialization, which makes it increasingly difficult to stay relevant as newer additions to the roster causes a noticeable power creep, like Luigi having more versatile combo ability, Sonic having better mobility, Bowser having more power, and Shulk having more range. Nevertheless, Mario is a reliable, solid character with increasing and heavy tournament representation, and is unarguably one of the best characters overall.
Basic attributes[edit]
Mario's statistics are all, well, average. From his weight to his jumps to his dash speed, Mario is the standard that every other character is measured against. Even though Mario is not exactly dead center on attribute lists, you can get a good idea of the average power and speed of characters in the game. Mario's dodges are not notably fast, and they don't cover a lot of distance either. Perhaps a feature that is not so average is Mario's ability to wall jump, which will certainly help to extend the vertical distance travelled while recovering.
Moveset Analysis[edit]
Standard Attacks
Smash Attacks
Air Attacks
Throws
Special Attacks[edit]
Taunts
Final Smash - Mario Finale[edit]
Mario unleashes two massive fireballs, which spin around as they expand vertically, forming a fiery cone. The fireballs do continuous damage to any fighters caught by it, while dragging them forward. It is important to note that the Final Smash KOs by carrying fighters off the screen by constant, minor knockback instead of one heavy-hitting blast. This means that while using the move on the edge of a stage facing the center will let you cover the most range, using it nearer to the blastline you're facing gives you a higher chance of KOing low percentage opponents.