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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}}
{{SSB3DS Move List
{{SSB3DS Move List
|a=Basic Combo
|a=Basic Combo
|adesc=Mario punches with each hand, then kicks. This moves is fast and good for getting foes off you if they're too close for comfort.
|adesc=Mario punches with each hand, then kicks. This moves is fast and good for getting foes off you if they're too close for comfort.
|fa=Forward Roundhouse
|fa=Forward Roundhouse
|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.
|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.
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|usmashdesc=Mario swipes his head in an arc above him, knocking enemies skyward. In past installments, Mario's head was invincible during the attack, so it can be presumed that the feature is present in this game as well. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move as well as a powerful anti-air.
|usmashdesc=Mario swipes his head in an arc above him, knocking enemies skyward. In past installments, Mario's head was invincible during the attack, so it can be presumed that the feature is present in this game as well. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move as well as a powerful anti-air.
|dsmash=Spin Kick
|dsmash=Spin Kick
|dsmashdesc=Mario does a breakdance, hitting foes in front of and behind him. Of Mario's three smashes, this is the fastest, and thus the most reliable smash attack against a cautious opponent. 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.
|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.
|aira=Drop Kick
|aira=Drop Kick
|airadesc=Mario kicks. The kick has a long duration.
|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.
|airfa=Forward Punch
|airfa=Meteor Punch
|airfadesc=Mario punches forward. Knocks foes down if timed correctly.
|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.
|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.
|airua=Flip Kick
|airua=Flip Kick
|airuadesc=Mario kicks upwards.
|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
|airdadesc=Mario spins like crazy to send foes upward.
|airdadesc=Mario spins rapidly, dealing multiple hits before when final strike that knocks enemies skyward. It's not particularly powerful, but it can do quite a bit of damage if all hits connect. You can use it as a finisher to Up Air strings, keeping your foes above you for possible follow-ups. It is also particularly good in free-for-alls, as it has a large enough hitbox to draw in multiple opponents at once. The move actually has special hitboxes when it hits the ground, which can catch nearby opponents dropping their shield or trying to punish your landing animation.
|holda=Nosebutt
|holda=Nosebutt
|holdadesc=Hits foes with his nose
|holdadesc=Mario hits the grabbed foe with his nose. Decently damaging, although not particularly fast.
|fthrow=Spin Throw
|fthrow=Spin Throw
|fthrowdesc=Turns around once and throws forwards.
|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=Turns around multiple times and throws backwards.
|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, since the knockback of the move is not enough to KO until very high percentages.
|uthrow=Upwards Hurl
|uthrow=Upwards Hurl
|uthrowdesc=Throws foes upwards.
|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.
|dthrow=Throwdown
|dthrow=Throwdown
|dthrowdesc=Throws foes downwards.
|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=Shoots a projectile that causes 4% damage. Useful at long ranges to disorient your foe.
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|dtaunt=He flips over in midair and falls down.
|dtaunt=He flips over in midair and falls down.
}}
}}
==Final Smash==
{{Footer Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U|prevpage=|nextpage=Luigi}}
{{Footer Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U|prevpage=|nextpage=Luigi}}

Revision as of 08:19, 21 September 2014



Moveset Analysis

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Basic Combo Mario punches with each hand, then kicks. This moves is fast and good for getting foes off you if they're too close for comfort.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Forward Roundhouse 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.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Uppercut 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.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Crouch Kick Mario does a crouching roundhouse kick that has moderate endlag. Fairly useless compared to Mario's other grounded attacks, since it is too slow to follow up and doesn't have KO power. Mario's aforementioned Up Tilt has similar knockback back is faster, while most of Mario's grounded attacks have better range.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing Slide Kick 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.
A button while dashing A button while dashing A button while dashing

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Burning Palm Mario reels back and sends out his palm, creating a strong fireball that surrounds his hand. A pretty straightforward smash attack which KOs at normal percentages. The initial animation can let Mario narrowly evade attacks by reeling back, and the fireball lets him hit enemies just out of range. However, it is fairly slow, so it is best used to punish whiffed attacks and careless recoveries rather than as a move one randomly throws out hoping for a KO.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Headbutt Mario swipes his head in an arc above him, knocking enemies skyward. In past installments, Mario's head was invincible during the attack, so it can be presumed that the feature is present in this game as well. The move can be used to end early Up Tilt chains to rack up more damage. It is also a decent upward KO move as well as a powerful anti-air.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Spin Kick 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.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png 2 buttonArcade-Modifier-Air.png Drop Kick 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.
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png
Right lstick+A buttonArcade-Modifier-Air.png Right nunchuk+A buttonArcade-Modifier-Air.png Right dpad+2 buttonArcade-Modifier-Air.png Meteor Punch 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.
Right lstick+A buttonArcade-Modifier-Air.png Right control+A buttonArcade-Modifier-Air.png Right cpad+A buttonArcade-Modifier-Air.png
Left lstick+A buttonArcade-Modifier-Air.png Left nunchuk+A buttonArcade-Modifier-Air.png Left dpad+2 buttonArcade-Modifier-Air.png Back Kick 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.
Left lstick+A buttonArcade-Modifier-Air.png Left control+A buttonArcade-Modifier-Air.png Left cpad+A buttonArcade-Modifier-Air.png
Up lstick+A buttonArcade-Modifier-Air.png Up nunchuk+A buttonArcade-Modifier-Air.png Up dpad+2 buttonArcade-Modifier-Air.png Flip Kick 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.
Up lstick+A buttonArcade-Modifier-Air.png Up control+A buttonArcade-Modifier-Air.png Up cpad+A buttonArcade-Modifier-Air.png
Down lstick+A buttonArcade-Modifier-Air.png Down nunchuk+A buttonArcade-Modifier-Air.png Down dpad+2 buttonArcade-Modifier-Air.png Mario Tornado Mario spins rapidly, dealing multiple hits before when final strike that knocks enemies skyward. It's not particularly powerful, but it can do quite a bit of damage if all hits connect. You can use it as a finisher to Up Air strings, keeping your foes above you for possible follow-ups. It is also particularly good in free-for-alls, as it has a large enough hitbox to draw in multiple opponents at once. The move actually has special hitboxes when it hits the ground, which can catch nearby opponents dropping their shield or trying to punish your landing animation.
Down lstick+A buttonArcade-Modifier-Air.png Down control+A buttonArcade-Modifier-Air.png Down cpad+A buttonArcade-Modifier-Air.png

Throws

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button after grab A button after grab 2 button after grab Nosebutt Mario hits the grabbed foe with his nose. Decently damaging, although not particularly fast.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Spin Throw 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.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Spin Chuck 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, since the knockback of the move is not enough to KO until very high percentages.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Upwards Hurl 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.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Throwdown 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.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button Fireball Shoots a projectile that causes 4% damage. Useful at long ranges to disorient your foe.
B button B button B button
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button Cape 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.
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
Up lstick+B button Up nunchuk+B button Up dpad+1 button Super Jump Punch 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.
Up lstick+B button Up control+B button Up cpad+B button
Down lstick+B button Down nunchuk+B button Down dpad+1 button F.L.U.D.D. 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.
Down lstick+B button Down control+B button Down cpad+B button

Taunts

Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button He grows bigger, as if he'd gotten a Super Mushroom.
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button He spins around and takes off his hat.
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button He flips over in midair and falls down.
Down dpad Down dpad Down dpad

Final Smash