Super Smash Bros. for Nintendo 3DS/Mario: Difference between revisions

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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U}}
{{Header Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U}}


 
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. 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. Nevertheless, Mario is a reliable, solid character who can be a strong contender against any opponent he faces.


{{SSB3DS Move List
{{SSB3DS Move List
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|dthrowdesc=Mario throws the grabbed foe into the ground, bouncing them back up. Arguably Mario's best throw, since it keeps the thrown opponent close enough to easily follow-up at low percentages. You can easily get an Up Tilt juggle going, or simply use a quick smash attack to knock them away for raw damage.
|dthrowdesc=Mario throws the grabbed foe into the ground, bouncing them back up. Arguably Mario's best throw, since it keeps the thrown opponent close enough to easily follow-up at low percentages. You can easily get an Up Tilt juggle going, or simply use a quick smash attack to knock them away for raw damage.
|b1=Fireball
|b1=Fireball
|b1desc=Shoots a projectile that causes 4% damage. Useful at long ranges to disorient your foe.
|b1desc=Mario throws out a fireball that causes 4% damage. The fireball behaves like in its home series, bouncing along the ground. This simple projectile is what you should be throwing out whenever you're not close to an enemy. The bouncing trajectory of the fireball makes it impossible to duck under, and often forces opponents to jump, shield or dodge to avoid, actions which you can capitalize on. It is also good for simply dealing damage. Be sure to mix up your fireball trajectories by throwing them either standing or from different jump heights.
|fb1=Cape
|fb1=Cape
|fb1desc=Reflects projectiles but only lasts for a second. You can also use it to turn enemies around when they're charging a smash attack. This confuses them and gives you enough time to pull a smash attack of your own. It also can be used for some horizontal recovery when in midair.
|fb1desc=Mario swings his cape, briefly reflecting projectiles and thrown items as well as reversing the direction of any nearby opponent. Due o the interval between each cape use, this moves is better used to counter single, powerful projectiles like Samus's Charge Shot rather than continued projectile spam. Using it on opponents will often cause their attacks to miss and briefly disorient them, which can create an opening for your own attacks. However, it is best used to disrupt a recovering foe, and can often spell doom for them if they rely on a recovery with a set trajectory. The Cape can also help your own recovery, but it no longer gives you any distance as in past games, merely stalling your momentum in the air.
|ub1=Super Jump Punch
|ub1=Super Jump Punch
|ub1desc=Jumps up into the air and attacks opponent, also used for recovering. This attack leaves you very vulnerable in free for alls or if you do not connect correctly with the opponent as it gives your enemies time to attack while you are in midair. Even when it connects, the knock back isn't that great, so it's best to reserve this move for recovery.
|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.
|db1=F.L.U.D.D.
|db1=F.L.U.D.D.
|db1desc=Charge up the F.L.U.D.D. When there are no opponents nearby, then fight them as you normally would do and knock them off the stage. Then use the F.L.U.D.D. to push the opponents back whilst they are trying to recover, this makes it harder for them to recover.
|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.
|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.
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==Final Smash==
==Final Smash - Mario Finale==
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.


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