Maybe it’s just because I’m a Smash n00b, but I can’t get Luigi’s combo into uppercut to work. It’s A - A - uppercut, right? Is there some trick to the timing? Even with Mario’s damage at 150% in the training mode, I can’t get it to register as a combo. It always gives the uppercut as a separate hit.
I’ve been working more on Mario, and I’ve noticed that the extra hit-stun on his fireballs can make for some pretty good edge-gaurding material. Combined with his cape, b-air, n-air and u-air, he has a pretty good edge-gaurding arsenal. It’s hard to gimp kill certain characters, but he can definitely at least keep scoring free damage every time he gets someone off the stage. Against DK (who’s mid tier now) he can fireball the ape to force him to go for the ledge, then time a cape to reverse the momentum of up-b (just as an example) . I’m working on seeing how effective he can be in this regard, but edge-gaurding may be Mario’s trump card.
dont know how useful this is, but…
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hmm…more situational stuff but it can benefit mario on that stage and considering his cape doesn’t give him recovery anymore he can get all the hlep can.
The game is slower that is why he seems slower. By the way I main Mario and here’s a ton of stuff you probably already know.
Mario’s hitbox seems farther in the cape now and it’s not quite as good at reversing things. If you used it a bit in Melee notice now how you may cape somebody but take the hit more often. It has meant KO for me in more than one instance and boy how awesome it would be if it did it’s job!
Use jumping fireballs all day. Fireball is Mario’s greatest asset. Use short jumped fire balls and some ground with full jump to double jump ones to keep the opponent at bay. They may come out quicker but they do not stun as much as the pills so be careful about recklessly going in on the opponent. They definitely help approach though. Be cautious against people like snake and don’t let them get to close in the air if you are spamming them. His Nair and other moves will absolutely rape you.
As for FLUDD it isn’t useless despite the fact that I love to say this. FLUDD can be used to keep an opponent back and for getting them off the stage/edge guarding. It’s also good defensively if you get used to it if the opponent is coming in from the air. I’ve gotten advantage from using it, just don’t charge it stupidly. Also you can push back just to go back to your fire ball defense. Also when coming back on stage with a good edge guarder it will push them out of the way and give you some much needed room. Also for instance if a Snake is trying to meet you in the air this might be a good time to use it. Also it negates many projectiles. I use it all of the time.
Super Coin Punch comes out near instantly so it’s good for getting out of stuff especially with stuff that does not keep you stunned which happens often in this game. Don’t be stupid as you do have to land if it does not hit. Also good out of guard.
Up tilt comes out instantly and although it doesn’t have the largest hitbox if you hit with it you can get a few juggle hits into possibly an Super Coin Punch depending on the damage. Try to use forward tilt at max distance but it’s an okay “get off of me” move. Down tilt you have to be smart about using because of the way it hits them it launches them. Be careful depending on the character’s air moves but it is which from the crouching position and I think it hits longer than it looks.
Back air into up air works pretty well. Down air is good from close going upward past them so it harder to punish. If someone is spot dodging into stuff, such as luigi into that danged down smash I usually jump in with this.
PS Game & Watch totally rapes Mario. Mario looses tons of options without fireballs and they can easily react and I guess it has invincibility frames on bucket and he keeps it over rounds. I think you should use another character against him. Also I’m pretty sure that his forward Smash is out much quicker than it looks but just takes longer to get to the forward position. I think it’s actually extremely quick if it’s active from the top like I think it is. Has a huge hitbox and hits from behind him too. Pain for anybody playing him, especially Mario when he needs to get close. If Mario had more reach he could maybe do better after his air moves but it’s hard.
^Useful info up there. Useful info thus far provided in this thread actually.
I read from someone else and totally agree that you can definitely see how far someone has progressed in the game as far as skill when you see them play Mario.
Luigi definitely brings his own personality to the game though.
I think it’s very interesting how Luigi’s uB is so much more powerful than Mario’s. At first I wondered if maybe Mario’s is better air-to-air or vs ground-to-air (thinking on how when he hits boxes in the actual Mario Bros games, they are above him), but I never tested it.
Like many of you have posted though, I think both of the Bros have rather useful tilts. I also like how the last hit of Mario’s dB is the knock-out hit (i.e., the strongest hit of his twirl). If you time it right off of a short hop, this is the only hit he produces, and he appears to recover instantly to defend/grab/what have you afterwards. Even though he lands quicker after performing his short hopped dB, the impact hit still comes out for a brief period of time.
Someone mentioned that Mario gets his chance to shine when he is edge-guarding. I think this may, indeed, be his strong point as far as I’ve seen. I think his FS hints at this idea.
Very interesting stuff. gotta try this out :smokin: