The Master of Mario
Smash Journeyman
Weak F-air
U-air in air(foxtrot Up angled F-tilt(tech chase))
U-tilt(anti drill move)
F-tilt(Spacer)
Dash Attack(Trip into attack)
F-throw(can't escape foxtrot reverse B-air/Foxtrot dash attack/D-smash if sweet spot with stage edge.)
Last Hit of D-air(Shield Pressure with SH->D-air->Lcancel->N-air)
F-air(FFLcancel->grab)
Up-special not that it's useful
Your Aerial lag is ground cancelable which means when they hit the ground it decreases.
These are the compilation of marios moves in addition to smashes with the most stun.
Battlefield
Lylat Cruise are your best stages
Combos (Get your Standing Pivot grabs like Chudat)
D-throw->U-tilt->Nair->Punch->Punch-D-smash/Grab
D-throw->B-air->Grab
D-throw->U-tilt/Upsmash(This keeps them out of falling animation)->F-air->Grab
/If they stay in falling animation you can cape them in the air and with proper placement and Cape's pushback to lead into Jab lock at the edge or a Jab->Smash
Mario's 0%->51% grab combo from 0% would be D-throw->U-smash->N-air->Punch->Punch->Pummel-Pummel->B-throw
Mario's last Dash Attack works just like U-tilt at high percents on Opponents landing air to ground.
Dash attack->N-air->Stutter-Punch-Punch-Grab->Pummel->pummel
Dash Attack->D-smash-Dash Attack if DI up
Dash Attack->Up-smash->B-air at low percents
Also at high percents WEAK BAIR leads into Dash Attack and Dashed PIVOT GRAB out of dupe walk. This is especially helpful against certain characters.
These work great on Smashville and Final Destination to help get KOs
Then you have your platform combos where you D-throw the opponent onto a platform and then hit them with a Smash the falling animation gives you an opening and the smash is stronger due to being on a platform.
F-tilt/D-angled F-smash is great for leading into edgegaurds with fireballs to eat their jumps and Fludd to stop horizontal movement once they have no jumps and cape to edgegaurd. If they try to edgerecover low fludd can bring them up from the ground and lead into Edgegaurds/U-airs
U-air in air(foxtrot Up angled F-tilt(tech chase))
U-tilt(anti drill move)
F-tilt(Spacer)
Dash Attack(Trip into attack)
F-throw(can't escape foxtrot reverse B-air/Foxtrot dash attack/D-smash if sweet spot with stage edge.)
Last Hit of D-air(Shield Pressure with SH->D-air->Lcancel->N-air)
F-air(FFLcancel->grab)
Up-special not that it's useful
Your Aerial lag is ground cancelable which means when they hit the ground it decreases.
These are the compilation of marios moves in addition to smashes with the most stun.
Battlefield
Lylat Cruise are your best stages
Combos (Get your Standing Pivot grabs like Chudat)
D-throw->U-tilt->Nair->Punch->Punch-D-smash/Grab
D-throw->B-air->Grab
D-throw->U-tilt/Upsmash(This keeps them out of falling animation)->F-air->Grab
/If they stay in falling animation you can cape them in the air and with proper placement and Cape's pushback to lead into Jab lock at the edge or a Jab->Smash
Mario's 0%->51% grab combo from 0% would be D-throw->U-smash->N-air->Punch->Punch->Pummel-Pummel->B-throw
Mario's last Dash Attack works just like U-tilt at high percents on Opponents landing air to ground.
Dash attack->N-air->Stutter-Punch-Punch-Grab->Pummel->pummel
Dash Attack->D-smash-Dash Attack if DI up
Dash Attack->Up-smash->B-air at low percents
Also at high percents WEAK BAIR leads into Dash Attack and Dashed PIVOT GRAB out of dupe walk. This is especially helpful against certain characters.
These work great on Smashville and Final Destination to help get KOs
Then you have your platform combos where you D-throw the opponent onto a platform and then hit them with a Smash the falling animation gives you an opening and the smash is stronger due to being on a platform.
F-tilt/D-angled F-smash is great for leading into edgegaurds with fireballs to eat their jumps and Fludd to stop horizontal movement once they have no jumps and cape to edgegaurd. If they try to edgerecover low fludd can bring them up from the ground and lead into Edgegaurds/U-airs
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