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

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{{SSB3DS Move List
{{SSB3DS Move List
|a=Basic Combo
|a=Basic Combo
|adesc=Mario punches twice then kicks.
|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 Kick
|fa=Forward Roundhouse
|fadesc=Mario kicks forward. Can be angled if executed diagonally.
|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.
|ua=Upwards Punch
|ua=Uppercut
|uadesc=Mario punches upwards. Combos into itself.
|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.
|da=Crouch Kick
|da=Crouch Kick
|dadesc=Mario kicks while crouching. Has moderate delay at the end.
|dadesc=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.
|dasha=Slide Kick
|dasha=Slide Kick
|dashadesc=Mario kicks while sliding.
|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
|fsmashdesc=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.
|usmash=Headbutt
|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
|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.
|aira=Drop Kick
|aira=Drop Kick
|airadesc=Mario kicks. The kick has a long duration.
|airadesc=Mario kicks. The kick has a long duration.
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|airda=Mario Tornado
|airda=Mario Tornado
|airdadesc=Mario spins like crazy to send foes upward.
|airdadesc=Mario spins like crazy to send foes upward.
|fsmash=Smash Punch
|fsmashdesc=He unleashes his most powerful punch attack.
|usmash=Headbutt
|usmashdesc=He does an upward Head Attack.
|dsmash=Spin Kick
|dsmashdesc=He does a hard spin kick.
|holda=Nosebutt
|holda=Nosebutt
|holdadesc=Hits foes with his nose
|holdadesc=Hits foes with his nose

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