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It’s a-me, Mario! (WORK IN PROGRESS)

It’s a-me, Mario! (WORK IN PROGRESS)

Game Versions
Smash 3DS, Smash Wii U
Hello, y'all!

My name is MowMyLawn, and this is A Beginner's Guide to Mario!
Please note that this guide is angled towards beginners, but can still be used as a resource for other players. This is also very much a work in progress, so feel free to

This guide will teach people who are getting into the competitive scene how to play Mario. This guide will go over Mario’s moveset and each move’s uses, effective strategies, advanced techniques, and matchups.

Without further ado, let's hop right in!


TOC:
  1. Mario Overview
  2. Pros/Cons
  3. Moveset Analysis
  4. Strategies
  5. Mario's Combo Game
  6. Advanced Techniques
  7. Matchups
  8. Notable Players
  9. Conclusion

Mario is an all-around character, meaning that he is very average at everything. Average speed, average weight, you name it. Because he is so average, it gives him the ability to adapt to an opponent very well. This also means he can be played in many different ways. For example, a very aggressive Mario might always be in your face, trying to rack up damage (or as it's called, the "Pressure" archetype) , while a defensive Mario might camp and wall you out (the "Turtle" / "Zoning" archetype. Mario can be played in any way you want and that's what makes him very appealing to many people.



Pros:
  • Relatively fast
  • Great air speed
  • Hard to edgeguard
  • Fantastic combo game
  • Great edgeguarding ability (due to F.L.U.D.D. + Cape, will get into that later in the moveset section)
Cons
  • Has a hard time against characters that excel in one area.
  • Very small range
  • Predictable/mediocre recovery
  • Sometimes has a hard time getting the kill

For Mario’s frame data, check here: http://kuroganehammer.com/Smash4/Mario
For those of you that don’t know, Smash Bros. runs at 60 frames per second, and each frame is 1/60 of a second when the game accepts an input. We use frames to measure when a move comes out, how long it lasts for, and its ending lag.

Grounded Moves:
Jab (2.5%, 1.5%, 4% = 8%)
A classic one-two-three jab combo. The first two jabs can be used for jab locks/jab resets, and the third jab is used to get the opponent away from you. Mario's jab -> grab is very effective and I highly suggest using it. Jab Out Of Shield (OOS) is a decent option as well if you are being pressured.
F-Tilt (7%)
Probably the tilt that you will use the least. I personally never use this move, but it has its uses in jab locks/resets. It will lock them as long as they are under 30% or so, so it can be used as an alternative to a jab. It could potentially be used as a spacing tool, but other than that, you have better options.
U-Tilt (5.5%)
Mario's main combo extender and juggling tool. This is probably your best tilt because it can combo into so many things (I will get into the combos later). If you are comboing your opponent and you are about to land, land on the ground and keep the opponent in the air with an utilt to keep the combo going! It is a decent anti-air, but it only covers in front of Mario, so keep that in mind.
D-Tilt (5%/7%)
Another great tilt. Mario's dtilt has deceptively good range and is good for poking at your opponent's shields and starting combos. This move is most effectively used out of a perfect pivot as a defensive option. Down tilt can also be used to juggle your opponents, but you ought to go with Up tilt because of its increased vertical range. This move can also 2-frame characters trying to snap to the ledge, which can start another combo.
FSmash(Angled up: 14.5[hand], 17.5[fire]
Neutral: 14[hand] / 17[fire]
Angled down: 14.5[hand], 17.5[fire])
Probably my favorite move to use, because of the fireball animation. This move has two hitboxes: One on Mario's hand, one on the fireball. Ideally, you want to hit with the fireball, because it does more damage and sends the opponent farther. I don't suggest throwing this move out in neutral because it's not very safe on shield. However, because it can be angled, this move is very good at getting two-frame punishes on your opponents. Simply angle your attack downwards, towards the ledge and hit them during the 2 frames of vulnerability. Other than that, it can be used to bait your opponents to approach you and is a good punish for people who like to roll behind.
USmash (14%)
Probably your best smash attack. Not only does Up smash have good kill power and range, but Mario's head is also invincible while he does it. This is most likely going to be your #1 kill move. A good way to get the kill is to punish your opponent before they can land, because even if they throw out an attack, it is very hard to land on Mario's Up Smash without getting hit due to his invincibility.
DSmash(10% [front], 12% [back] )
I feel like this move is a lot more useful than people say it is. This is Mario's fastest smash attack, coming out on frame 5, the same time as his down tilt. I use this move to cover rolls and to get the opponent offstage for an edgeguard, because it sends opponents at a super low angle.

Aerial Moves:
Nair ( 8% , 5% [late])
This is Mario's fastest aerial, coming out at frame 3. This move has sooo many uses than I thought it did. First of all, it break the opponent's combos very easily because of how fast it comes out. Just be careful, as some opponents will intentionally stop the combo and shield the nair so that they can continue their combo. Second, it is a very good comboing tool, because of its great frame data and its little ending lag. A late Nair hit can also lead into a free grab, which Mario gets a lot of reward from. An early Nair hit can lead into a tech chase scenario from 30-45%. Lastly, it can stage spike recovering opponents, giving you easy, early kills.
Fair ( 12 [early], 14 [spike], 10 [late])
Ah, yes. The bane of every For Glory player's existence. The FORWARD AERIAL (credits to Alpharad). While it is Mario's slowest aerial, it is also the most satisfying to land. This is one of your many edgeguarding tools. However, this move doesn't have many uses other than that. Occasionally you can slide a forward air into your combo and rack up some damage, but otherwise, just stick to edgeguarding to it. Also, don't edgeguard with Fair EVERY SINGLE time that you get the opponent offstage, or it gets predictable.
Bair (10.5, 7[late])
This is probably going to be the aerial you use most in the neutral. Bair is fast, lagless, and combos into many things. You can also pull a Melee Jigglypuff and wall out the opponent with Bairs if you are playing defensively. Bair can also be used as an approach option, because it can combo into a grab.
Uair (7%)
Mario's aerial juggling tool. Pretty much all of Mario's airs and tilts can combo into this. Approaching with a Fast Falled Uair is very effective, as long as you cross up their shield with it. At low-mid percents, you can carry your opponent across the stage with SH Uairs, which is useful. I will get into more detailed combos later.
Dair


Special Moves:
Neutral B (Fireball)

Side B (Cape)

Up B (Super Jump Punch)

Down B (F.L.U.D.D.)

Forward Throw:

Back Throw:

Up Throw:

Down Throw:


Still working on it, sorry! :(

Still working on it, sorry! :(


Still working on it, sorry! :(


Still working on it, sorry! :(


Still working on it, sorry! :(


Still working on it, sorry! :(
Author
MowMyLawn
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